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Sunday, February 10, 2013

Tu Mera 22 Main Tera 22 Movie Download


Tu Mera 22 Main Tera 22 is a Punjabi film starring Amrinder Gill, Yo Yo Honey Singh & Mandy Takh Amrinder Gill plays the role of Robby and Yo Yo Honey Singh - Rolly. Film is directed by Amit Prasher and produced by Joy Bir Singh and Gunbir Singh Sidhu.

Story
This is a story when two boys living in australia come to punjab on the orders of their father.They where sent by thier father to earn 30 lakh ruppes in 30 days without the help of anybody and if they are not able to do so their father whoale property will go to their father`s P A Rohit.They take help of their fathers P A Rohit, who whats to take their father`s property.So when they came to India they started a business of imigration called "22 imigration " to collect 30 lakh ruppes and go back to australia but when they come to India they fall in love with two girls.
Reception
Ballewood.in has given 4 (out of 5) stars to the movie saying, that the movie is meant for those who are looking for non-stop entertainment and heavy doses of laughter. "Tu Mera 22 Main Tera 22 is a winner all the way. A sure-shot Hit." Ballewood.in has also praised the director Amit Prasher for presenting a comedy in a sensible way.
Punjabiportal.com gave the film an above average rating of 30.5 out of 45. According to them, the film "is good and it will do fine on box office as well, but the complaint is that if they had done it better, it had all the ingredients of making into a huge hit of 2013." Supporting act of Binnu Dhillon has been praised once again, so much so that "the lead cast has to be the lead cast, but in Tu Mera 22, the supporting cast is overshadowing the lead.
According to updatesguru. 1st Day, 2nd Day and 3rd Day Box Office Collection of Tu Mera 22 Main Tera 22. First Day (Friday) Collection of Tu Mera 22 Main Tera 22:- Rs 96 Lakhs Second Day (Saturday) Collection of Tu Mera 22 Main Tera 22:- Rs 80 lakhs Third Day (Sunday) Collection of Tu Mera 22 Main Tera 22:- Rs 50 Lakhs (EST) First Weekend Collection of Tu Mera 22 Main Tera 22:- Rs 3 Crore 21 lakh


Download The Movie

Tekken 3 Free Pc Game Download



Takken 3is the third installment in the Popular Tekken fighting game series.it was released on Arcades in March 1997,and for the PlayStation in mid 1998.A simplified"arcade"
version of the game was released in 2005 for the PlayStation 2 as Part of Tekken 5's Arcade History mode.The PlayStation version is considered by some as one of the greatest games of its genre.

Features

Save States:Starting with version 1.2.0, ePSXe has save state support. While an improovement has been made for version 1.4.0 (savestate pic support), the format didn't change. Starting with version 1.5.0, you'll need to run ePSXe using the -ssv0 option if you want ePSXe to create save states in the old format - otherwise you won't need this option. 
What is a save state?
 A save state is an exact copy of the memory ePSXe uses (and therefor the PSX would use), which allows you to save your exact position in the game - unlike memory cards, which only allow you to save when the programmers actually want you to. Advantages are obvious, as you can save before a difficult place so you won't have to replay lots of stuff just to get back to that point.  
 A save state usually has a size between 1 and 3 MB (and that's already compressed!) depending on the stuff which has been in memory when you saved and, of course, the game itself.  
 How to use save states:  
 Of course you don't have to use ePSXe's menu all the time (see: The GUI ), ePSXe has some shortcuts which make it easier to manage your states. Just use the following keys :  

  F1 = Save the game to the selected slot  
  F2 = Switch one slot higher (max. 5 slots are available)  
  F3 = Load the game from the selected slot  

 Most GPU plugins also are able to display the currently selected slot on their "on the fly" menues. You can usually activate these with the 'Del' key. For further infos, refer to the plugins readme.  
Dual Shock 
About Dual Shock :One of the features ePSXe offers is Dual shock emulation, converted over to what PC users know as Force Feedback ! To take advantage of this feature, you'll either need a PC joystick supporting Force feedback, or one of these neat PSX to PC converters, which come with rumble support. 
Configuration :In order to configure the rumble feature, you'll have to go to the Game Pad menu, and open the controller you want to rumble. On your right handed side, you'll now see three options to configure : The type of your rumble controller (ePSXe comes with built in Burutter support for example), and the force with which the motors are supposed to rumble. 
If you can't get the rumble feature to work correctly, make sure to take a look at the Troubleshooting section of this help file. 
Sub channel reading:
First off, let's clearify what the heck we are talking about here : Sub channel reading basicly allows you to get around many protections without getting a PPF file to patch the emulator. This is mostly interresting for NTSC J (japan) and PAL (europe, asia) users, as these versions of the game often come with such a copy protection (the most popular example would be Final Fantasy 9 here). The new option just needs to be activated in ePSXe v1.5.1 and you're settled. Now below is a detailed text, written by Pete Bernert (author of the famous Pete plugins collection), which gives you about any detail you might know (even some which rather belong into the documentation directory), so I just pasted it in here : 
First let me try to explain in an easy way what "subchannels" are for: Beside the "real data" in a cd sector, there are also a few extra informations for each sector. That extra informations ("subchannel data") are usually used on audio tracks, to give informations about the current head position (unlike a data track, an audio track needs all bytes in a cd sector for the audio data, so there is no space left for sync infos or error correction infos... but in the q subchannel there is a track number, an index number and even absolute/relative timestamps, so the audio cd player can use that for synchronisation while playing cd audio). 
The subchannels are also present on data tracks, even if no file system will need them... and once-upon-a-time game companies had a "great" idea for copy protections: usually the timestamp in subchannel data will give the position of the playing position... but data tracks don't need that info... so why not abuse the data? Why not change, for example, the timestamp of a few special data sectors to some nonsense values? The game can read back the subchannel of that sectors, and detect illegal cd copies that way (since most cd writers will write correct timestamps, and not the "nonsense" ones of the original cd). 
OK, now I can hear the questions of many users, asking "so what's the problem? I only use original games, so I don't care about copy protection issues." 
Unluckily that's not true... unlike the psx cd drive, there are some problems reading subchannels on pc drives. The 'official' scsi commands for reading subchannel data will give you not the exact sub q data of a sector, the values are usually from a +/- 1 second wrong sector (that's because the command was designed to give only rough position infos for audio playing, nothing else). 
There _are_ vendor-specific subchannel read commands for most drives, but the vendors are not giving such informations easily to interested users (I am really wondering why... hell, it's my drive, and if it can read such data, and if I want to use it to do that, why refuse to give me the required informations? And next time when I buy a car, I prolly will not even get the keys for it, pfff). 
So, in the past, users of _original_ but copy-protected psx game cds had to search the net for special game PPF patches (which removed the protection), if they wanted to play such a game in an emulator. Not very nice, isn't it? 
The first emu team which tried to get around that situation was FPSE, afaik...FPSE 0.10 was never released, but LDChen (main coder of FPSE) claimed he had some copy-protected games up and running, without any PPF patches (and I have no doubts about that... prolly he had found a command on his cd drive, which was reading the subchannel data). 
Well, lately more emu teams were trying to emulate copy protected games (to freely quote lu_zero: "Cheats and hacks are bad! Only real emulation is the true way!"), and so I (as the creator of this small cdr plugin) was forced to try my luck with subchannel reading as well :) 
"Pain in the ass" doesn't describe my cdr coding sessions... it was a more overall pain, I can assure you ;) But with much talks and more tests between the members of various psx emu teams (hi to calb, _Demo_ and shunt), I can now proudly present version 1.10 with subchannel support. 
So, now let's move to the new options: 
1. there is a mode called "Don't read subchannels". If your game doesn't have a copy protection, use that one. That mode will work like the previous versions of my cdr plugin, no loss, no gain.  

2. A mode called "Read subchannels". Go figure ;) Well, I advise NOT to use that mode, ehehe. Confused? Aahhh... lemme try to explain: I've coded four different sub channel read modes (one is working on my Pioneer in BE_2 scsi read mode, one is working on my Teac in combination with the 28_1 mode, one is using the standard scsi "read subchannel" command (gives not the exact values on my drives), and one is only available in W2K/XP (and also doesn't give exact values on my drives). But all of them will SLOW DOWN the cdrom access (well, the BE_2 mode is kinda OK, but the teac mode has the same effect as a FPS limitation to 3 FPS if a game is accessing the cd all the time). And I've noticed that a randomly accessed subchannel reading of sectors can lead to some wrong bits in the subchannel data from time to time, due to the lack of some error correction... bad thing! So, that leads us to the 3. RECOMMENDED mode:  

3. "Use subchannel SBI/M3S info file". What's that? Easy: the plugin will only do the normal, fast data reading (like mode 1), and everytime when a game wants to have subchannel data, the plugin will use the subchannel data stored into a file on your harddisk. So, you just have to create a subchannel info file of your copy protected game one time, and activate that file in the plugin if you want to play that special game (that's when a frontend like ePSXeCutor comes handy, for creating different game configs, ehe :) So, it kinda works like my PPF option, but of course you can create your own info files, you don't need the help of some cracking crew =)  
 How to create such subchannel info files? Easy as well: there is a special button in the cdr config window, which will let you create the files directly from your original cd, or (if your drive is not supported by my subchannel reading funcs), you can convert a CloneCD SUB file... of course you will need CloneCD as well to do that, but it's the only way to get the subchannels from a drive not supported by my plugin (and prolly there are many not supported drives...)
I support 2 different subchannel info file types: a format which is also used by epsxe, called "M3S". This files will ever be 71 kbyte in size, but they don't contain _all_ subchannels from a game, just the ones of the minute 3 sectors... usually that's enuff for psx copy protections, but to be sure I made my own file format as well, called "SBI". That one will contain all "nonsense" datas from track 1 of a game cd, so the size will vary (usually it's small, though, only 5 - 20 kbytes). It takes more times to create "SBI" files, well, so it's up to you :) 
Ok, so you have created the subchannel info file, you did configure the plugin to use it... and still the game doesn't work??? Why??? First: the main emu has to support the new subchannel commands... if it doesn't, it will not work. At the time I am typing that text only ePSXe 1.5.1 can be used with subchannels, but I am sure that more emus will follow... so stay tuned =) Second: There is an option called "Enable subchannel support" in ePSXe 1.5.1 (and in ePSXeCutor 1.0.5.1 as well, of course). You have to ENABLE that epsxe option, or otherwise epsxe will NOT use the subchannel data. 

PPF patching 

Starting with ePSXe v1.5.0, ePSXe comes with an option to apply PPF patches to your game on the fly, as already seen in Pete's great CD plugin. NGEmu made a collection of important PPF files for you to download, but searching the web you should find plenty more. Using them is a bit more difficult, but easy once you got the system, and understandable for everyone who follows the step-by-step instructions below : 

1. Download (and possibly unzip) the PFF patch EXACTLY for the game you'd like to patch. That means that you won't be able to use a PPF patch for FF9 german with your italian version ! Also keep in mind that some games (like Gran Turismo) have two versions.  

2. Copy the file into the /patches sub-directory in your ePSXe directory  

3. Look on the CD you want to use ... you'll find a file whose name is like SLES*,SCES* or SLUS*. Copy that name and rename the PPF file from your /patches directory to exactly the same name (also in uppercase !).  

4. You're done, the next time you run that game ePSXe will add the patch on the fly !  
Please do not ask any of the team members to mail you a certain PPF file, these requests simply will be ignored. Asking on the forum might get us to upload one, but don't count on it. 

The System you need for good performance often depends on the game you want to play. While for example a game with many complex graphics such as Final Fantasy 9 will require a rather fast PC, you'll be able to play Tekken 1 on a low-end PC already. 

During our tests, we noticed a HEAVY difference between, for example, the AMD K6/2 - 500 Mhz processors and the PII 500 Mhz processors. It seems that the slow FPU of the AMD K6-x processors can cause up to 50% less speed than with a comparable Intel processor. The Athlon and Duron processors, however, don't experience this problem any more though. 

 Minimum system requirements : 
 P200MMX or compatible  

 64 MB of RAM  

 Fast graphic card (like the voodoo 2)  

 16x CD-Rom  

 Windows 9x  

 DirectX 7a  

  

 Recommended system configuration : 
 Pentium II 500 or faster  

 256 MB of RAM  

 A fast DirectX or Opengl compatible graphic card, e.g. the NVidia GeForce 2  

 Fast CD-ROM with good access times  

 Windows 2000 or XP  

 DirectX 8  

 As we said, results may vary. If you're above the recommended system configuration and still have problems, it might either be a bug in the emulator or a mis-configuration. For help with these issues, make sure to check the configuration part in this help file ! 





 

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