Monday 2 November 2009

Xbox 360 Review - 'Tekken 6'

Tekken 6 sees the return of many familiar faces as well as new characters to create the largest line-up the series has ever seen. With a growing roster of fighters, each equipped with their own deadly techniques, moves and attack combinations, Tekken 6 will be the best King of Iron Fist Tournament yet. Adding to the already rich gaming experience, a deeper character customization feature will only further enhance the incredible fighting intensity as players go mano-y-mano. Players can also take the battle online for classic match-ups and to compete for world domination.
When the PlayStation launched in the U.S. in the mid-'90s, it did so with three fighting games. Despite having the arcade notoriety of Mortal Kombat 3 and the heavy marketing that Sony did for Battle Arena Toshinden, it was Tekken, a recent arcade release, which captured the hearts and minds of fighting gamers on Sony's new console. The basic pick-up-and play nature of the game, combined with an extensive character roster and depth in combat, led to big sales, a devoted fan base, and a new identity for Namco as a premier developer of 3D fighting games.

Over the years, the developer has taken the franchise to new heights in everything from the graphics to the number of characters to the modes, but the one thing that has remained constant is the solid fighting engine that drew in people from the beginning. Fifteen years later, after a new game from the series has gone missing from a home console launch for the first time in franchise history, Tekken 6 makes its way to both the Xbox 360 and PlayStation 3, marking the first time that the game has had a multiplatform release. The question is whether the series has faltered all these years later or if it is still a strong contender at a time when fighting games are making a comeback.

It must be said that the game released for home consoles isn't Tekken 6 but Tekken 6: Bloodline Rebellion. This small bit of information may not mean much at first, but, like Tekken 5: Dark Resurrection, the subtitle addition means more than just a new CG movie to view. Two new characters enter the fray, bringing the total number of fighters to 40, a roster that's just as big as Tekken Tag Tournament but a bit more diverse since almost all of the characters here don't share the same move lists. The fighting system has also received two major tweaks. First, all players have at least one power move that can cause the opponent to bounce when landing on the ground, giving the player the chance to perform juggle combos. Second, the Rage system kicks in when the player is at very low health, temporarily increasing the damage he deals to his opponent. Both abilities give the fighting a little more depth and, in the case of Rage mode, help the novice come to terms with how the game works if he plays against a veteran fighter. While there's no way to turn off these new features, veteran players of the series won't find their game changed up too drastically by these additions.


The game is split into three major components, two of which are offline. For just the second time in the history of the series, Tekken 6 takes the fight online. The standard ranked matches and player matches are here, as well as leaderboards for the various modes in the game. It's all standard stuff but the game does do two things differently that are pretty interesting. For starters, on either player or ranked matches, players are asked to choose a character before the game goes out to find opponents. The change doesn't seem very big initially, but then you realize that this cuts down on people always waiting to see what their opponent picks first before picking their fighter to counteract him or her, and it becomes something that you wish other fighting games did. The other thing it lets you do is upload and download fight replays and ghost data. Fight replays are self-explanatory (and already available in some fighting games), but ghost data is a bit more interesting since you can get a fair idea of a player's fight tendencies and strategies. It's not a bad way to brush up on your own fighting skills and prepare for a friend or rival in case you want to set up a fight against that person.
With all of this said, fighting games need to be stable online, and this is something that Tekken 6 does well most of the time. Out of the 30 matches played online for this review, a good portion of those played flawlessly on average connections. However, there were a few times when the game slowed down as the connection fluctuated during the match, and some matches stayed slow from beginning to end. There were fewer still that completely dropped despite the game reading an excellent connection. It's not a complete deal-breaker and the code isn't as bad as The King of Fighters XII before the patching, but it is something to note if you plan on taking your fights online.

Offline mode stores several other game modes that would normally be placed front and center on the main menu. Arcade mode is exactly the same game as you would find on the upright machine. You battle through eight waves of fighters until you meet the final encounter with the game's boss. Survival mode lets you take one fighter in a test of endurance to see how many people you can beat with just one life bar. Versus mode is the standard offline multiplayer mode fighting game that fans should be very familiar with by now. Team Battle mode is a variation of Versus mode, where players can build up a roster of fighters and play until one side is completely depleted of players.


Ghost mode lets you fight against downloaded and pre-built fighter data, sort of like an enhanced Practice mode, which is also included in the game. Finally, there's Customization ,ode where you can spend the money you earn in every other game mode, both offline and online, and dress up your character as you see fit. None of the items you equip any of the fighters with do anything outside of change their look, but the option to personalize your favorite fighter has been something the community has enjoyed for quite some time. Those players will be happy to know that the number of items for customization has grown since Tekken 5: Dark Resurrection and include both licensed items and items customized by famous art houses, like Clamp and Gabe of Penny Arcade fame.
The few issues you'll see in Offline mode are universal issues for the rest of the game and take away from the title's initial polish. For one thing, the game has long load times. On average, it takes about 12 seconds to load up any fight in any mode. Taking advantage of the installation option will shave it down to nine seconds, but when other fighting games have faster load times (including Namco Bandai's own Soul Calibur IV), Tekken 6 feels a bit slow. This feeling is amplified by the numerous load screens the game goes through for just about every activity. For example, when one wants to play a versus match, the main menu has to load for the profile's favorite stage and character (this cannot be turned off, by the way), and then load into character select before making a final load for the match itself. In the time it does to do all of that and finally get in a match, the player could already be in the second round of other fighting games.
Another issue has to do specifically with Ghost mode. While you can download someone's ghost data online, there's no way you can specifically go fight that particular ghost data. You just have to go through the mode and hope that it shows up when you play. Finally, the end boss in Arcade mode is probably one of the cheapest bosses in recent fighting game history. Forgetting the massive structure of the boss for a minute, it follows in the tradition of other fighting game bosses as having too many powerful attacks in his arsenal. Not only are they unblockable, but he seems to be able to block any attack without any animation to tell the player that he is indeed in blocking mode. Couple all of that with the fact that he can also take advantage of Rage mode despite his powerful arsenal, and you have a boss that ranks up there with numerous SNK fighting game bosses and Seth from Street Fighter IV as being too frustrating to play against, even when the difficulty of the game is set to easy.
Scenario Campaign mode is the new title for the game's adventure mode and another stab at trying to turn the fighting game into a cohesive adventure title. After giving the player a brief history of the series' story line from beginning to end, you play as Lars, a Tekken Force commander who has built up a small resistance army of his own to oppose Jin Kazama and his bid for world domination. During an attack on one of Jin's laboratories, he comes across Alisa, a scientist's deceased daughter who has had her mind and body transferred to a robot. After an explosion that destroyed his team and given him amnesia, the duo go on a quest to recover Lars's memories and stop Jin at all costs.
The game is played in a full 3-D perspective similar to that of most third-person adventure games. At its heart, though, this mode tries to emulate last-generation brawling games like The Warriors and The Bouncer by giving the user a bit more freedom when fighting. Standard moves the characters have in the other modes are available here, so you can bust out a 10-hit combo on a boss or minion if you wish, so long as none of the moves involve ducking or jumping.
Throughout the levels, you can pick up items to customize either Alisa or Lars and, unlike the customization items for other characters, these items contain benefits for this mode alone, such as increased health or the chance to inflict elemental damage. Interestingly enough, this game mode contains a good amount of the game's Achievements/Trophies, so players looking for those things would be advised to spend the few hours that it takes to complete this mode. There's also an Arena mode in here that acts as abridged version of Arcade mode. Having characters fight and win this mode will get you their personal opening and ending cinematics, just like the Arcade mode of the previous Tekken games used to do.
As stated before, the issues with load time do artificially lengthen the experience and, due to the numerous cut scenes in this mode, become one reason why this mode isn't as enjoyable as it should be. Another reason is the camera. Players cannot manipulate the camera in any way, and while the camera tries to do a good job of staying behind the player's back most of the time, it can get caught up in the level geometry during a fight and give you a close-up of a box instead. While the mode is meant to be based on classic brawling games, it decides to follow wrestling guidelines when in fights by making you lock on to the nearest opponent. While this is a good thing, the fights stop you from running or doing throws, which can get you in trouble if you happen to be fighting against multiple enemies at the same time. Finally, despite there being two characters on the journey, this is a strictly single-player affair. While there isn't word if a patch coming out soon that would enable online co-op, the fact that the disc itself only has this in single-player mode is a bit disappointing.
As far as controls are concerned, the series has never strayed away from being simple to understand. There are two punch buttons and two kick buttons, each one corresponding to the left and right limb of the fighter. This is where the pick-up-and-play aspect comes in, since players can figure out simple combos based on which limb they want to attack with as opposed to being at the mercy of what a strong attack would perform as opposed to a weak one. Both the d-pad and left analog stick are used for character movement. Anyone who's ever played a fighting game will instantly know that blocking is done by moving backward, and jumping is hitting the up direction, but 3-D sidestep movement is also possible by double-tapping up or down. Newcomers will feel fine with this control scheme while veterans will instantly pick up right where they left off. During the Scenario Campaign mode, the controls remain the same, but a lock-on button has been added to help determine who you'll fight against while in combat. Overall, there's nothing really to complain about as far as controls are concerned.
Tekken has always had the power to impress as far as graphics are concerned, and this entry is no different. All character models, from the fighters to the spectators, are beautifully rendered, with some nice attention to detail in the clothing. Every logo and decoration comes through clearly and legibly, especially the various Tapout shirts that some of the fighters seem to be sporting. Environments are also well done, with some nice particle effects happening in almost every place you can fight. From the final boss' lair to the war-torn streets to the rooftops of buildings, you'll see trash fly, embers float, and rain drop heavily and realistically.
What really impresses, though, are the lighting effects. Some of the environments, like the temple with the quick sundown and the fountain, show off great lighting effects that shine off of the characters well. The effects coming from the characters, like the final boss, provide the same amount of shine and equally impress. With all of this moving at a solid 60 fps, everything in this department would be great if it weren't for a few flaws. For one, the game doesn't have anti-aliasing, so some of the character models do sport a few jaggies every now and then. Also, while the environments are fantastic to look at, some of them do produce a carousel effect when you play there. The most obvious one happens in the mountains surrounded by sheep, where the part of the ground tends to rotate one way while another moves the other way as you fight. The trick may have worked back on the early days of the series, but it doesn't work all too well now.
Sound has been a strong point for the series from day one, and that tradition continues in this game. The effects hit just as hard as ever. Every punch, kick and slam on the ground comes through the speakers with the same clarity as before, some even giving the bass of your speaker system a workout. The music isn't stuck to one genre like before. This time around, you get a nice mix of techno, hard rock and remixed folk music with which to fight to. Admittedly, some of the musical selections sound a bit strange, but it's not a big reason to turn down the speakers, especially since the music doesn't last long enough to become annoying. As for the voices, that's where things get a bit tricky. You'll hear the fighters make their quips before and after and they don't sound too bad, though some of those voices can be drowned out by the music. When you get to Scenario Campaign mode, however, the voices start to become more audible, and this is where questions arise. Most of the voices seem fine, but then there are a few characters, like Eddy, who sound completely off, as if the wrong voice actor were cast for the role. Like the music selection, these gaffes are livable but are still cringe-inducing when they show up.
Is Tekken 6 a good fighting game? Absolutely. The multiple modes, great graphics and controls as well as tweaked, but still solid, fighting system make this a great entry in the fighting game series. Is Tekken 6 the best fighting game out of the recent crop of fighting games to have come out in the past two years? Absolutely not. The many load screens, load times, a few hiccups online and a very cheap end boss show that the programming team at Namco still has room for improvement. Still, those flaws aren't enough to dissuade any fighting game fan from picking up this game. In fact, anyone even remotely interested in fighting games would do well to give this a shot, as the only people who could conceivably be seen staying away from this are those with no interest in fighting games and those who simply dislike the Tekken series already.
Score: 8.5/10







Thursday 1 October 2009

'Pro Evolution Soccer 2010' (ALL) Shows Off Player Faces - Screens

PES 2010 will benefit from the most exhaustive raft of new features in the series’ history, with every aspect of the game benefiting from key improvements and major gameplay additions. Konami has signed a global full-service in-game advertising deal with Double Fusion for PES 2010
Pro Evolution Soccer 2010 title will benefit from the most exhaustive raft of new features in the series’ history, with every aspect of the game benefiting from key improvements. Major gameplay additions will make PES 2010 the most realistic football simulation available.

PES 2010 follows months of analysis and feedback monitoring to enhance the game in every area. PES Productions, Konami’s Tokyo-based development team, has collated feedback on the series’ strengths and weaknesses via fan forums, both ardent and casual PES players and press comment, and has incorporated a wide range of requests in the new game. The result will be the most challenging, realistic and satisfying PES to date.

The screens reveal the headshots of national team players from Spain, England, France and Italy to show how detailed and true-to-life they are in the latest edition of the legendary soccer franchise.

Key Features:
-PES 2010 focuses on enhancing the excitement of matches between players, making for a truly challenging experience that will constantly test the player. Intuitive zonal defending will cover spaces and players need to look constantly for new ways to attack. PES 2010 focuses on being a real football simulation, as it requires both strategic play and quick reactions, as in real life. In addition to key out-field elements, goalkeepers are more versatile and with abilities matching those of modern shot-stoppers. The game’s referees have also been reworked, with smarter AI elements allowing them to make more balanced calls during matches.
-PES 2010 has undergone a major visual revamp, with its celebrated player likenesses and animations now even closer to those of real-life players – including live player expressions to be depicted with an improved lighting system which differentiates between various conditions! Stadium detail is also massively improved, with the grass and other in-stadium elements finely depicted.
-Animations now dovetail into each other seamlessly, with dribbling and shots on goals worked into dribbling animations. More individual skills are also on show, including new flicks and tricks that have a definite showing on the way a game flows. Several elements have been completely reworked, with the dribbling, turning and kicking animations greatly enhanced, while there is a noticeable change in pace when a player passes a ball from a standing position than from within a run.
-Crowd reactions to the on-field action are now more varied, with all new chants and cheers. The subtle difference between Home and Away matches will be reproduced, and the crowd will react spontaneously to specific situations in a game, showing their disdain or pleasure as fouls are committed and goals scored. Likewise, the commentary has been altered to offer a fresher, more concise overview of the game.
-Master League has been thoroughly renewed with the enhancement of managerial aspects, which enables users to enjoy managing a team for a longer career lifespan. Seen by many as a key contributor to the series’ success, the Master League elements in PES 2010 have been bolstered by far-ranging and vital new additions, dedicated to enriching the mode. Further details will be announced shortly.
-The Tokyo team has worked to improve the AI of the game, with Teamvision 2.0 implemented. Midfielders and defenders now work together to cover open space and close down attacks, meaning that cover can be provided for lower-ranked defenders. This also has the additional effect of removing soft goals, thus returning PES 2010 to its simulation roots. In terms of attacking, players can also now move several players once, sending them into different areas, opening up more goal-scoring possibilities than ever before. As such, PES 2010 necessitates a new level of control from the player. Strategic thinking is as important as quick passing, but the new system greatly opens the way the player oversees control of the team. In free kick scenarios, for instance, players can now instigate the runs of the players awaiting the ball in the penalty area.
-In previous PES games, the team formation has determined the movements of the players. PES 2010 introduces a new system wherein the individual attacking and defending nature of the players is integral to the way they play. Each player enjoys unique AI tied into their best abilities, and is reflected in the actions of their team mates – i.e. if a player who is known to be a good crosser of the ball is in possession, more players will flood the penalty area to receive it. Similarly, if a player is known to be good with close control, defenders will work to cover their stronger side, while lone strikers will be automatically supported by midfielders on receipt of the ball.
-A new power gauge system allows users to balance their strategy in a quick, but wide-ranging way before a match. Every element – pass frequency, movement, the line of defence, width of play, or the position of the front line – can be altered to match those of a favoured club: Juventus Turin are a dangerous side on the counter-attack, for instance, while FC Barcelona use width in their attack. These formulations can be altered at any point, too, with Home and Away matches forcing different circumstances on the user, as does the rigours of a Master League season.
-An all-new system has been implemented, offering greater control, placing and accuracy.
A new dedicated section of the Tokyo team is committed to improving the online side of PES 2010.
-More downloadable content is also planned. Konami has supported PES 2009 with the release of new licensed teams, transfer updates, etc, and this support will grow for PES 2010. Team and content updates are planned throughout the game’s lifespan. These will make the game even more bespoke to the player’s match day needs.
-PES 2010 delivers a pace of game in tune with football played at the highest level. Triangulation of passes and use of off-the-ball runs are key to breaking down the opposition, forcing the player to use the strengths of their team mates to create scoring opportunities. Gone are ‘soft’ goals that can be used to break the deadlock; instead, only working the channels and the precision play expected of great players will make a difference.
-Key skills of the many players have now been attributed names, allowing users to incorporate them into their play strategy. Cover star Torres, for instance, is renowned for his ability to receive a pass in the penalty area, and to drop the ball to a teammate in a good position for a goal-scoring opportunity. As such, he is labeled a ‘Fox in the Box’ and Goal Poacher’, in line with his prowess in both scoring and setting up goals. Player characteristics are more vividly reproduced by these names. Instant Tactical Switching: Konami has already unveiled its new tactical bar system related to PES 2010’s attacking and defensive elements, but can now reveal additional information. Each team has unique settings matching their real-life playing styles. Torres at Liverpool, for instance, will recreate the Merseyside club’s sophisticated play and high numbers in attack, their pressing from midfield, strong defensive line, and width across the pitch. For the offense, the default settings support wide attacks and the aim to move in the back of the opponent’s defense line. The user can summon the bar instantly during a match to adjust team tactics to enhance their defence or strengthen attacks.
-The Master League now incorporates both the Champions League and Europa Leagues in its content, offering a complete season for players to enjoy. Success in the Master League will see players streamed into these competitions. The lure of European football can also be used to attract stronger players to your side, with transfer dealings and contracts now significantly more realistic in their use.
-Manual Goalkeepers: PES 2010 will be the only soccer title to offer users complete control of the keeper. Players can switch to their goalkeeper at any time, and defend their goal as they see fit without relying on AI.
-New Goalkeeper Moves: Players can now perform quick under-arm throws to their nearest defender to get attacks rolling more quickly.
-All-New Animation: Key animation related to dribbling, running, turning, etc, has been reworked and enhanced, creating a more natural and organic feel to the way players chase down balls, sprint downfield, change direction and move around the pitch. The result is a more fluid and natural look to the game.
-Fine-tuned Close Control: The PES Productions team has worked to improve trapping of the ball and basic close control elements, giving the user more ways to spread and move the ball around effortlessly and more accurately.
-Manual Ball Request: The ability to demand the ball when running into space is now available to the player, and will be accessible in all game modes, such as multi-player, online, etc.
Simpler Skills: Moves such as feints, drag backs and upper body feints can be applied more naturally when taking on or trying to beat an opponent. The PES series has long been associated with clever flicks and tricks, and PES 2010 will boast the most to date.
-PES 2010 reunites Jon Champion and Mark Lawrenson in the game’s virtual commentary box, but in a more effective way than before. The commentary is now more tied to the action, with comments detailing player ability, significant match history and analysis, within a more concise and detailed delivery designed to mimic the presentation of games.
Minimum Requirements
Windows XP SP3, Vista SP1
Intel Pentium IV 2.4GHz or equivalent processor
• 1GB of RAM
8GB of free hard disk space
4x DVD-ROM Drive
DirectX 9.0c compatible video card. 128MB Pixel Shader 2.0 (NVIDIA GeForce FX or ATI Radeon 9700 video card)
DirectX 9.0c compatible sound card
DirectX 9.0c or higher (included on disc)
Multiplayer: TCP / IP 192 kbps or higher
Windows Compatible Keyboard
800 x 600 monitor resolution
RecommendedRequirements
Windows XP SP3, Vista SP1
Intel Core2 Duo 2.0GHz or equivalent processor
2GB of RAM
8GB of free hard disk space
8x DVD-ROM Drive
DirectX 9.0c compatible video card. 256MB Pixel Shader 3.0 (NVIDIA GeForce 7900 or ATI Radeon HD2400 or better)
DirectX 9.0c compatible sound card
DirectX 9.0c or higher (included on disc)
Multiplayer: TCP / IP Broadband Internet connection
Windows compatible USB Gamepad
1280 x 720 monitor resolution
Supported video cards, their family:
NVIDIA - GeForce GTX285, GTX280, GTX260, 9800, 9600, 8800, 8600, 8600, 8500, 7900, 7800, 7600, 7300, 7100, 6800, 6600, FX5900, FX5700, FX5500, FX5200
ATI - Radeon HD4800, HD3800, HD2900, HD2400, X1950, X1900, X1800, X1650, X1600, X1550, X1300, X1050, X800, X700, X550, X300, 9800, 9700

Friday 18 September 2009

GeForce GTX 280


GeForce GTX 280
Specification
GPU Engine Specs:
Processor Cores240
Graphics Clock (MHz)602 MHz
Processor Clock (MHz)1296 MHz
Texture Fill Rate (billion/sec)48.2
Memory Specs:
Memory Clock (MHz)1107 MHz
Standard Memory Config1 GB
Memory Interface Width512-bit
Memory Bandwidth (GB/sec)141.7
Feature Support:

NVIDIA SLI®-ready*2-way/3-Way
GeForce 3D Vision Ready
NVIDIA PureVideo® Technology*HD
NVIDIA PhysX™-ready /*
NVIDIA CUDA™ Technology /
HybridPower™ Technology* /
GeForce Boost -
Microsoft DirectX10
OpenGL2.1
Certified for Windows Vista /
Display Support:
Maximum Digital Resolution2560x1600
Maximum VGA Resolution2048x1536
Standard Display ConnectorsHDTVDual Link DVI
Multi Monitor /
HDCP* /
HDMI*Via adapter
Audio Input for HDMI SPDIF
Standard Graphics Card Dimensions:

Height4.376 inches (111 mm)
Length10.5 inches (267 mm)
Width Dual-slot
Thermal and Power Specs:

Maximum GPU Temperature (in C)105 C
Maximum Graphics Card Power (W)236 W
Minimum System Power Requirement (W)550 W
Supplementary Power Connectors6-pin & 8-pin

GeForce GTX 275



GeForce GTX 275


GPU Engine Specs:



Processor Cores240

Graphics Clock (MHz) 633 MHz

Processor Clock (MHz)1404 MHz

Texture Fill Rate (billion/sec)50.6



Memory Specs:


Memory Clock (MHz)1134 MHz

Standard Memory Config896 MB GDDR3

Memory Interface Width448-bit

Memory Bandwidth (GB/sec)127.0



Feature Support:


NVIDIA SLI®-ready*2-way/3-Way

GeForce 3D Vision Ready /

NVIDIA PureVideo® Technology*HD

NVIDIA PhysX™-ready/ *

NVIDIA CUDA™ Technology/

Microsoft DirectX10

OpenGL3.0

Bus SupportPCI-E 2.0

Certified for Windows Vista/


Display Support:



Maximum Digital Resolution2560x1600

Maximum VGA Resolution2048x1536

Standard Display ConnectorsTwo Dual Link DVI

Multi Monitor/

HDCP*/

HDMI*Via adapter

Audio Input for HDMI SPDIF



Standard Graphics Card Dimensions:


Height4.376 inches (111 mm)

Length10.5 inches (267 mm)

WidthDual-slot



Thermal and Power Specs:



Maximum GPU Temperature (in C)105 C

Maximum Graphics Card Power (W)219 W

Minimum System Power Requirement (W)550 W

Supplementary Power Connectors6-pin x2


Tuesday 15 September 2009

USERNAME & PASSWORD

USERNAME & PASSWORD 15 Sep 09

Username:EAV-18065729
Password:nh522sudks

Username:EAV-17503083
Password:eh5p85k444

Username:EAV-18051535
Password:exrr6kx63b

Username:EAV-18063118
Password:uc3kdfpnhu

Username:EAV-20764115
Password:ms7cht64c8

UserName:EAV-21141770
Password:u8jst8evdn

UserName:EAV-21141788
Password:ubdke4vbj5

UserName:EAV-21114882
Password:s6rttmstuu

Username:EAV-20650833
Password:ntxhmrjsch

Username:EAV-20650854
Password:253f8d3d8d

Saturday 12 September 2009

GeForce GTX 260







SPECIFICATIONS



GPU Engine Specs:


Processor Cores192
Graphics Clock (MHz)576 MHz
Processor Clock (MHz)1242 MHz
Texture Fill Rate (billion/sec)36.9


Memory Specs:



Memory Clock (MHz)999 MHz
Standard Memory Config896 MB
Memory Interface Width448-bit
Memory Bandwidth (GB/sec)111.9


Feature Support:



NVIDIA SLI®-ready 2-way/3-Way
GeForce 3D Vision Ready Yes
NVIDIA PureVideo® TechnologyHD
NVIDIA PhysX™-ready Yes
NVIDIA CUDA™ Technology Yes
HybridPower™ Technology Yes
GeForce Boost
Microsoft DirectX10
OpenGL2.1
Certified for Windows Vista Yes


Display Support:



Maximum Digital Resolution2560x1600
Maximum VGA Resolution2048x1536
Standard Display Connectors
Dual Link DVIHDTV
Multi Monitor Yes
HDCP Yes
HDMI Via adapter
Audio Input for HDMI SPDIF


Standard Graphics Card Dimensions:



Height4.376 inches (111 mm)
Length10.5 inches (267 mm)
WidthDual-slot


Thermal and Power Specs:



Maximum GPU Temperature (in C)105 C
Maximum Graphics Card Power (W)182 W
Minimum System Power Requirement (W)500 W
Supplementary Power Connectors6-pin x2

Driver download >>> http://www.nvidia.com/content/DriverDownload-March2009/confirmation.php?url=/Windows/190.62/190.62_desktop_winxp_32bit_english_whql.exe&lang=us&type=GeForce

Friday 11 September 2009

GeForce GTS 250


SPECIFICATIONS


Processor Cores128

Graphics Clock (MHz)738 MHz
Processor Clock (MHz)1836 MHz
Texture Fill Rate (billion/sec)47.2

Memory Specs:

Memory Clock (MHz)1100 MHz
Standard Memory Config512MB or 1 GB GDDR3
Memory Interface Width256-bit
Memory Bandwidth (GB/sec)70.4

Feature Support:


NVIDIA SLI®-ready*2-way/3-Way
GeForce 3D Vision Ready Yes
NVIDIA PureVideo® Technology*HD
NVIDIA PhysX™-ready Yes *
NVIDIA CUDA™ Technology Yes
Microsoft DirectX10
OpenGL3.0
Certified for Windows Vista Yes

Display Support :


Maximum Digital Resolution2560x1600
Maximum VGA Resolution2048x1536
Standard Display ConnectorsTwo Dual Link DVI
Multi Monitor Yes
HDCP* Yes
HDMI* Yes
Audio Input for HDMI SPDIF

Standard Graphics Card Dimensions:


Height 4.376 inches (111 mm)
Length 9 inches (228.6 mm)
Width Dual-slot

Thermal and Power Specs:


Maximum GPU Temperature (in C) 105 C
Maximum Graphics Card Power (W) 150 W
Minimum System Power Requirement (W) 450 W
Supplementary Power Connectors 6-pin



Driver downoad >>> http://www.nvidia.com/content/DriverDownload-March2009/confirmation.php?url=/Windows/190.62/190.62_desktop_winxp_32bit_english_whql.exe&lang=us&type=GeForce

SIDE HACK






















Thursday 10 September 2009

NVIDIA GeForce 9800 GT



SPECIFICATIONS

GPU Engine Specs:

Processor Cores 112
Graphics Clock (MHz) 600 MHz
Processor Clock (MHz) 1500 MHz

Texture Fill Rate (billion/sec) 33.6

Memory Specs:


Memory Clock (MHz) 900 MHz

Standard Memory Config 512 MB

Memory Interface Width 256-bit

Memory Bandwidth (GB/sec) 57.6

Feature Support:


NVIDIA SLI®-ready* 2-Way

GeForce 3D Vision Ready /

NVIDIA PureVideo® Technology* HD

NVIDIA PhysX™-ready /*

NVIDIA CUDA™ Technology /

HybridPower™ Technology* /

GeForce Boost

Microsoft DirectX 10

OpenGL 2.1

Certified for Windows Vista /

Display Support:


Maximum Digital Resolution 2560x1600

Maximum VGA Resolution 2048x1536

Standard Display Connectors HDTVDual Link DVI

Multi Monitor /

HDCP* /

HDMI* Via adapter

Audio Input for HDMI SPDIF

Standard Graphics Card Dimensions:


Height Single-slot

Length 9 inches

Thermal and Power Specs:


Maximum GPU Temperature (in C) 105 C

Maximum Graphics Card Power (W) 105 W

Minimum System Power Requirement (W) 400 W

Supplementary Power Connectors 6-pin x2



*
- The number of processor cores may vary by model.
- Feature requires supported video software. Features may vary by product.
- Playback of HDCP-protected content requires other HDCP-compatible components.
- Certain GeForce GPUs ship with hardware support for NVIDIA PhysX technology. NVIDIA PhysX drivers are required to experience in-game GPU PhysX acceleration. Refer to www.nvidia.com/PhysX for more information.
- NVIDIA SLI certified versions of GeForce PCI Express GPUs only. A GeForce GPU must be paired with an identical GPU, regardless of graphics card manufacturer. SLI requires sufficient system cooling and a compatible power supply. Visit www.slizone.com for more information and a listing of SLI-Certified components.
- Requires external DisplayPort transmitter. 10-bit per component scanout requires future GeForce driver support.
- Memory interface width may vary by model.
- Requires NVIDIA HybridPower™- enabled motherboard.

Tuesday 8 September 2009

Naresuan King of Siam

Somdet Phra Naresuan Maharaj or Somdet Phra Sanpet II (1555, 25 April - 1605)was the King of Ayutthaya kingdom from 1590 until his death in 1605.

Early life

Prince Naret was born in the city of Phitsanulok on 25 April 1555. He was the son of King Maha Thammarachathirat of Pitsanulok and his queen Wisutkasat. Prince Naret was also known as the Black Prince to distinguish him from his siblings. The Black Prince had a younger brother Ekathotsarot who was known as the White Prince and an elder sister Supankanlaya or the Golden Princess.

In 1563, Bayinnaung the King of Pegu marched massive Burmese armies to invade Siam. Bayinnuang laid siege on Pitsanulok. Maha Thammarachathirat was then convinced that he would be unable to hold the city for long. So he surrendered. Bayinnuang took Pitsanulok made a Burmese tributary. Maha Thammarachathirat have to send his sons - the Black Prince and White Prince - to Pegu as captives to ensure fidelity of Maha Thammarchathirat.

At Burmese

Naret, along with other captive princes from other kingdoms, were educated in martial arts and war strategy of Burmese and Portuguese style. He was later noted for his new tactics that enabled him to gain victory over the Burmese. Naret then found himself under competition with Bayinnuang's grandson (Nanda Bayin's son) Minchit Sra.
In 1569, Bayinnuang was able to take Ayutthaya and installed Maha Thammarachathirat as the King of Ayutthaya. After seven years of captivity, Prince Naret, along with his brother the White Prince, was released to Ayutthaya in exchange for his sister Supankanlaya as Bayinnuang's concubine.

King of Sukhothai

Maha Thammarachathirat made Naret the Uparaja and King of Pitsanulok as Naresuan in 1569, aged 14. In 1574, Naresuan joined his father in the expedition to conquer Vientiane but he suffered smallpox.
In 1581, Bayinnuang died, to be succeeded by his son Nanda Bayin. In 1583, Nanda Bayin's uncle who was the Lord of Innwa rebelled against his newphew at Pegu. Nanda Bayin then requested for Siamese troops and supports against Innwa. Naresuan marched the Siamese armies to Innwa but slowly to leave the rebellion defeated before he would reach Innwa or else the Lord of Innwa would get Nanda Bayin.
However, this raised Nanda Bayin's suspicions about Naresuan's loyalty. Nanda Bayin then secretly ordered his son Minchit Sra to defeat Naresuan's army and kill him upon reaching Pegu and ordered Kiet and Ram - the two Mons of the city of Kraeng on the Sittoung River - to attack Naresuan on the rear after he had passed Kraeng while Minchit Sra would attack the front.
Naresuan reached Kraeng in 1584. However, Ram and Kiet were Naresuan's childhood acquintances, so they informed Naresuan about Nanda Bayin's plans. Naresuan, upon realising the intentions of Nanda Bayin, performed a ceremony to denounce Burmese tributary, saying;
"All the holy deities with universal knowledge, the King of Hanthawaddi doesn't embrace the fidelity as the kings should do but is indeed intended to hurt me. From now on, the alliance of Ayutthaya and Hanthawaddi breaks, forever."
Naresuan then levied the Mons to join his campaigns under the leadership of Kiet and Ram and then marched to Pegu. However, Nanda Bayin had already defeated the Lord of Innwa and was marching back to Pegu. Naresuan decided to retreat but Minchit Sra himself led the Peguan army to follow Naresuan. The Burmese caught the Siamese at Sittoung River, culminating the Battle of Sittoung River. The legend says that Naresuan shot a fire at a Burmese general accurately across the Sittoung River - called the "Royal Shot Across the Sittoung River" After the death of his general, Minchit Sra retreated.
In 1583, Naresuan ordered all northern cities including Pitsanulok to be evacuated as it would became the warfronts between Ayutthaya and Pegu. So, Pitsanulok ceased to be the seat of Sukhothai kingdom and Naresuan became, therefore, the last king of Sukhothai.
In the same year Nanda Bayin ordered his uncle the Lord of Pathein and Noratra Mangsosri the Burmese King of Lanna to lead the Burmese armies into Siam but was defeated by the Siamese. In 1586, Nanda Bayin himself led the Burmese armies to Ayutthaya and laid siege on the city for 13 months and failed. In 1590, Maha Thammarachathirat died. Naresuan was crowned as the King of Ayutthaya as Sanpet II.

Reign as King of Ayutthaya

Yuttahadhi
In 1592, Nanda Bayin ordered his son to attack Ayutthaya again. Minchit Sra, along with the Lord of Pyay, Nat Shin Naung the son of the Lord of Toungoo, and the Burmese King of Lanna, led the Burmese into Siam. Minchit Sra himself went through Chedi Sam Ong peacefully and reached Suphanburi, while other came from the north. Naresuan was planning to conquer Cambodia, but then he had to change his intentions. Naresuan encamped his armies at Nong Sarai. The Burmese then arrived, leading to the Battle of Nong Sarai.
During the battle, the elephants of Naresuan and Ekathotsarot went mad and ran into the midst of the Burmese. Siamese Chronicles stated that there were fake Minchit Sras but Naresuan pointed out the real one from the honorary decorations. Naresuan then urged Minchit Sra to fight with him: My brother, why do you hide yourself in the canopy shadows? Let us fight the elephant battle for our own honors. No future kings will do what we are going to do.
The personal battle between Naresuan and Minchit Sra was a highly-romanticized historical scene known as Yuttahadhi, the Elephant battle. Minchit Sra was slashed to death on the back of his elephant. This was on Monday, the 2nd waning day of the 2nd month of the Buddhis calendar Chulasakarat Era year 954. Calculated to correspond to Monday, 18 January, AD 1593 of the Gregorian calendar, this date is now observed as Royal Thai Armed Forces day. Naresuan then built a pagoda on the site of Yutthahadhi as a victory monument. However, modern historians are still unable to locate the pagoda.
Naresuan intended to execute all the soldiers in the battle of Nong Sarai who had provided no support to him and his brother. Somdet Phra Wannarat - a bhikkhu - calmed Naresuan to get him to lift the punishment. Naresuan then instead ordered them to take Tavoy and Tenasserim.

Tavoy and Tenasserim

In 1593, Naresuan sent Siamese forces to lay siege on Tavoy - a Mon city - by the Minister of Kromma Tha and Tenasserim and Mergui by the Samuha Kalahom , all quickly fell. Nanda Bayin lauched Burmese fleets to recapture the cities. The Samuha Kalahom then seized the galleons at Mergui to construct a fleet and sailed and marched his armies on land to counter Burmese attack from Martaban. The Siamese were then able to repel the Burmese.

Capture of Lovek

After Yuttahadhi, Naresuan then launched his campaigns to subjugate Cambodia. He sent four armies to capture Champasak, Banteymas (modern Ha Tien in Vietnam), Siem Reap, and Naresuan himself Battambang - all to be joined at Lovek. In 1594, they all reached Lovek and looted Lovek to the grounds. King Chetta of Lovek was executed by the Prathomkarm ceremony (breaking one's head). The Siamese then captured the Cambodian royal family as captives.
Naresuan later installed a new king of Cambodia, now centered on Srei Sonthor, as a Siamese tributary

Death

Anaukpetlun crowned himself as the King of Ava to counter Toungoo and went on his campaigns to subjugate the Shans. However, the Shan King of Hsenwi was Naresuan's childhood friend. So, he marched armies to rescue Hsenwi. During his journey, however, Naresuan died in 1605.
According to Prince Damrong's Our Wars with the Burmese, King Naresuan died in 1605 during another battle with the Burmese, speared by Burmese soldiers as he attempted to climb over a garrison's wall in Tambon Thung Kaew, Mueang Hang.
However, recent studies of Burmese records by historians of Silpakorn University showed that he actually returned to Wiang Haeng, where he died of disease, probably smallpox.
His brother King Ekathotsarot became his successor as king.
According to the Shan, King Naresuan helped them win independence for the Shan State in 1600 with his ally, the Prince of Hsenwi. Both had been hostages at the Burmese court, and King Naresuan died while rushing to the aid of a friend of his youth, they say.
Many Shan believe King Naresuan was cremated and his ashes interred in a stupa in Mongton, in the southern part of the Shan State.

Sunday 23 August 2009

Can not find the modem.

Nokia





Copy file mdmcpq.inf , mdmcpq2.inf in C:\WINDOWS\inf "from another" update driver , complete

Update nod32 offline

Update nod32 offline


1.Open nod32 click Toggle Advanced mode



2.Click Setup choose Advanced setup



3.Select Update

4.Click Edit



5.Make Foder C:\ Up date
File update offline http://gumgim005.blogspot.com/2009/08/update-nod32.html






6.Write C:\Up date
7.Click Add






8. Click up date

Friday 21 August 2009

UPDATE NOD32

Free update nod32 offline

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Tuesday 18 August 2009

100 Keyboard Shortcuts

100 Keyboard Shortcuts



CTRL+C (Copy)

CTRL+X (Cut)

CTRL+V (Paste)

CTRL+Z (Undo)

DELETE (Delete)

SHIFT+DELETE (Delete the selected item permanently without placing the itemin the Recycle Bin)
CTRL while dragging an item (Copy the selected item)

CTRL+SHIFT while dragging an item (Create a shortcut to the selected item)

F2 key (Rename the selected item)

CTRL+RIGHT ARROW (Move the insertion point to the beginning of the nextword)

CTRL+LEFT ARROW (Move the insertion point to the beginning of the previousword)

CTRL+DOWN ARROW (Move the insertion point to the beginning of the nextparagraph)

CTRL+UP ARROW (Move the insertion point to the beginning of the previousparagraph)

CTRL+SHIFT with any of the arrow keys (Highlight a block of text)

SHIFT with any of the arrow keys (Select more than one item in a window oron the desktop, or select text in a document)

CTRL+A (Select all)

F3 key (Search for a file or a folder)

ALT+ENTER (View the properties for the selected item)

ALT+F4 (Close the active item, or quit the active program)

ALT+ENTER (Display the properties of the selected object)

ALT+SPACEBAR (Open the shortcut menu for the active window)

CTRL+F4 (Close the active document in programs that enable you to havemultiple documents open simultaneously)

ALT+TAB (Switch between the open items)

ALT+ESC (Cycle through items in the order that they had been opened)

F6 key (Cycle through the screen elements in a window or on the desktop)

F4 key (Display the Address bar list in My Computer or Windows Explorer)

SHIFT+F10 (Display the shortcut menu for the selected item)

ALT+SPACEBAR (Display the System menu for the active window)

CTRL+ESC (Display the Start menu)

ALT+Underlined letter in a menu name (Display the corresponding menu)
Underlined letter in a command name on an open menu (Perform thecorresponding command)

F10 key (Activate the menu bar in the active program)

RIGHT ARROW (Open the next menu to the right, or open a submenu)

LEFT ARROW (Open the next menu to the left, or close a submenu)

F5 key (Update the active window)

BACKSPACE (View the folder one level up in My Computer or Windows Explorer)

ESC (Cancel the current task)

SHIFT when you insert a CD-ROM into the CD-ROM drive (Prevent the CD-ROMfrom automatically playing)


Dialog Box Keyboard Shortcuts

CTRL+TAB (Move forward through the tabs)

CTRL+SHIFT+TAB (Move backward through the tabs)

TAB (Move forward through the options)

SHIFT+TAB (Move backward through the options)

ALT+Underlined letter (Perform the corresponding command or select thecorresponding option)

ENTER (Perform the command for the active option or button)

SPACEBAR (Select or clear the check box if the active option is a checkbox)

Arrow keys (Select a button if the active option is a group of optionbuttons)

F1 key (Display Help)

F4 key (Display the items in the active list)

BACKSPACE (Open a folder one level up if a folder is selected in the SaveAs or Open dialog box)

Microsoft Natural Keyboard Shortcuts

Windows Logo (Display or hide the Start menu)

Windows Logo+BREAK (Display the System Properties dialog box)

Windows Logo+D (Display the desktop)

Windows Logo+M (Minimize all of the windows)

Windows Logo+SHIFT+M (Restore the minimized windows)

Windows Logo+E (Open My Computer)

Windows Logo+F (Search for a file or a folder)

CTRL+Windows Logo+F (Search for computers)

Windows Logo+F1 (Display Windows Help)

Windows Logo+ L (Lock the keyboard)

Windows Logo+R (Open the Run dialog box)

Windows Logo+U (Open Utility Manager)

Accessibility Keyboard Shortcuts

Right SHIFT for eight seconds (Switch FilterKeys either on or off)

Left ALT+left SHIFT+PRINT SCREEN (Switch High Contrast either on or off)

Left ALT+left SHIFT+NUM LOCK (Switch the MouseKeys either on or off)

SHIFT five times (Switch the StickyKeys either on or off)

NUM LOCK for five seconds (Switch the ToggleKeys either on or off)

Windows Logo +U (Open Utility Manager)

Windows Explorer Keyboard Shortcuts

END (Display the bottom of the active window)

HOME (Display the top of the active window)

NUM LOCK+Asterisk sign (*) (Display all of the subfolders that are underthe selected folder)

NUM LOCK+Plus sign (+) (Display the contents of the selected folder)

NUM LOCK+Minus sign (-) (Collapse the selected folder)

LEFT ARROW (Collapse the current selection if it is expanded, or select theparent folder)

RIGHT ARROW (Display the current selection if it is collapsed, or selectthe first subfolder)

Shortcut Keys for Character Map

After you double-click a character on the grid of characters, you can movethrough the grid by using the keyboard shortcuts:

RIGHT ARROW (Move to the right or to the beginning of the next line)

LEFT ARROW (Move to the left or to the end of the previous line)

UP ARROW (Move up one row)

DOWN ARROW (Move down one row)

PAGE UP (Move up one screen at a time)

PAGE DOWN (Move down one screen at a time)

HOME (Move to the beginning of the line)

END (Move to the end of the line)

CTRL+HOME (Move to the first character)

CTRL+END (Move to the last character)

SPACEBAR (Switch between Enlarged and Normal mode when a character isselected)

Microsoft Management Console (MMC) Main Window Keyboard Shortcuts

CTRL+O (Open a saved console)

CTRL+N (Open a new console)

CTRL+S (Save the open console)

CTRL+M (Add or remove a console item)

CTRL+W (Open a new window)

F5 key (Update the content of all console windows)

ALT+SPACEBAR (Display the MMC window menu)

ALT+F4 (Close the console)

ALT+A (Display the Action menu)

ALT+V (Display the View menu)

ALT+F (Display the File menu)

ALT+O (Display the Favorites menu)

MMC Console Window Keyboard Shortcuts

CTRL+P (Print the current page or active pane)

ALT+Minus sign (-) (Display the window menu for the active console window)

SHIFT+F10 (Display the Action shortcut menu for the selected item)

F1 key (Open the Help topic, if any, for the selected item)

F5 key (Update the content of all console windows)

CTRL+F10 (Maximize the active console window)

CTRL+F5 (Restore the active console window)

ALT+ENTER (Display the Properties dialog box, if any, for the selecteditem)

F2 key (Rename the selected item)

CTRL+F4 (Close the active console window. When a console has only oneconsole window, this shortcut closes the console)

Remote Desktop Connection Navigation

CTRL+ALT+END (Open the Microsoft Windows NT Security dialog box)

ALT+PAGE UP (Switch between programs from left to right)

ALT+PAGE DOWN (Switch between programs from right to left)

ALT+INSERT (Cycle through the programs in most recently used order)

ALT+HOME (Display the Start menu)

CTRL+ALT+BREAK (Switch the client computer between a window and a fullscreen)

ALT+DELETE (Display the Windows menu)

CTRL+ALT+Minus sign (-) (Place a snapshot of the active window in theclient on the Terminal server clipboard and provide the same functionalityas pressing PRINT SCREEN on a local computer.)

CTRL+ALT+Plus sign (+) (Place a snapshot of the entire client window areaon the Terminal server clipboard and provide the same functionality aspressing ALT+PRINT SCREEN on a local computer.)

Microsoft Internet Explorer Navigation

CTRL+B (Open the Organize Favorites dialog box)

CTRL+E (Open the Search bar)

CTRL+F (Start the Find utility)

CTRL+H (Open the History bar)

CTRL+I (Open the Favorites bar)

CTRL+L (Open the Open dialog box)

CTRL+N (Start another instance of the browser with the same Web address)

CTRL+O (Open the Open dialog box, the same as CTRL+L)

CTRL+P (Open the Print dialog box)

CTRL+R (Update the current Web page)

CTRL+W (Close the current window)