Terran
Active Member
- Joined
- Oct 30, 2009
- Messages
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- Age
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Eine neue Version, des NDS Emulators DraStic ist herrausen.
Changelog:
Download
---Alte Versionen---
Changelog:
-- Changelog --
Legend:
@: optimization
+: new feature
#: bug fix
-: removed feature
*: Note
r2.2.1.0p:
+: Added support for 7z and RAR archives for ROM loading. Please thank Lordus
for implementing this feature.
+: Added a bare-bones DLDI emulation (experimental, use at your own risk)
See the section in the readme for how to use it.
+: Added database info for many newer games.
+: Added emulation of NAND backup (huge thanks to Normmatt, and his work in
DeSmuME and much direct help on the matter!) Allows play of
Wario Ware: DIY and Jam with the Band
+: Added option to fix main 2D engine to top screen.
+: Added game icon display in file browser.
#: Fix initialization of VRAM maps, which could cause some things to break
when a game is reset or reloaded.
#: Changed 3D capture to effectively latch the value written if it happens
before a current capture ends, instead of automatically clearing it.
Fixes broken screen transition in Knytt Stories.
#: Fixed audio sample buffers to be usable from more than just main RAM.
Fixes broken sound in jEnesisDS.
#: Fixed bug in cheat menu that prevented cheats from updating after being
set (until you reload the emulator)
#: Made the framebuffer update if clear depth or clear color changes. Fixes
regression in Dark Spire which prevents map from being visible.
#: Changed open bus reads to return 0x0 instead of 0xFFFFFFFF on the entire
address space, after doing some DS tests. Fixes hangs in Digimon Story
games, which rely on strange cart 2 bus reads.
#: Clamps vertex Y to screen size in 3D renderer to avoid crashes in the
new sorting code. Fixes crash regression in Final Fantasy 4.
#: Added logic which converts some conditional instructions to unconditional
when they come after a conditional branch. This helps prevent the
recompiler from running away into dead code and exploding in recursion.
Fixes crashes in Inazuma Eleven 2.
#: Fixed a bug with conditional str instructions. Fixes crash in Penguins of
Madagascar.
#: Fixed a bug with conditional swi instructions. Fixes English patch of
Super Robot Wars Exceed.
#: Fixed a bug that caused some swp instructions to break, fixes a problem
with Infinite Space.
#: Changed DMA timing for Yu-Gi-Oh 5D's World Championship 2010, preventing
a freeze in battle.
#: Changed timing for Sonic Chronicles. Fixes crashes.
Legend:
@: optimization
+: new feature
#: bug fix
-: removed feature
*: Note
r2.2.1.0p:
+: Added support for 7z and RAR archives for ROM loading. Please thank Lordus
for implementing this feature.
+: Added a bare-bones DLDI emulation (experimental, use at your own risk)
See the section in the readme for how to use it.
+: Added database info for many newer games.
+: Added emulation of NAND backup (huge thanks to Normmatt, and his work in
DeSmuME and much direct help on the matter!) Allows play of
Wario Ware: DIY and Jam with the Band
+: Added option to fix main 2D engine to top screen.
+: Added game icon display in file browser.
#: Fix initialization of VRAM maps, which could cause some things to break
when a game is reset or reloaded.
#: Changed 3D capture to effectively latch the value written if it happens
before a current capture ends, instead of automatically clearing it.
Fixes broken screen transition in Knytt Stories.
#: Fixed audio sample buffers to be usable from more than just main RAM.
Fixes broken sound in jEnesisDS.
#: Fixed bug in cheat menu that prevented cheats from updating after being
set (until you reload the emulator)
#: Made the framebuffer update if clear depth or clear color changes. Fixes
regression in Dark Spire which prevents map from being visible.
#: Changed open bus reads to return 0x0 instead of 0xFFFFFFFF on the entire
address space, after doing some DS tests. Fixes hangs in Digimon Story
games, which rely on strange cart 2 bus reads.
#: Clamps vertex Y to screen size in 3D renderer to avoid crashes in the
new sorting code. Fixes crash regression in Final Fantasy 4.
#: Added logic which converts some conditional instructions to unconditional
when they come after a conditional branch. This helps prevent the
recompiler from running away into dead code and exploding in recursion.
Fixes crashes in Inazuma Eleven 2.
#: Fixed a bug with conditional str instructions. Fixes crash in Penguins of
Madagascar.
#: Fixed a bug with conditional swi instructions. Fixes English patch of
Super Robot Wars Exceed.
#: Fixed a bug that caused some swp instructions to break, fixes a problem
with Infinite Space.
#: Changed DMA timing for Yu-Gi-Oh 5D's World Championship 2010, preventing
a freeze in battle.
#: Changed timing for Sonic Chronicles. Fixes crashes.
Download
---Alte Versionen---
r2.2.1.0p:
+: Added support for 7z and RAR archives for ROM loading. Please thank Lordus
for implementing this feature.
+: Added a bare-bones DLDI emulation (experimental, use at your own risk)
See the section in the readme for how to use it.
+: Added database info for many newer games.
+: Added emulation of NAND backup (huge thanks to Normmatt, and his work in
DeSmuME and much direct help on the matter!) Allows play of
Wario Ware: DIY and Jam with the Band
+: Added option to fix main 2D engine to top screen.
+: Added game icon display in file browser.
#: Fix initialization of VRAM maps, which could cause some things to break
when a game is reset or reloaded.
#: Changed 3D capture to effectively latch the value written if it happens
before a current capture ends, instead of automatically clearing it.
Fixes broken screen transition in Knytt Stories.
#: Fixed audio sample buffers to be usable from more than just main RAM.
Fixes broken sound in jEnesisDS.
#: Fixed bug in cheat menu that prevented cheats from updating after being
set (until you reload the emulator)
#: Made the framebuffer update if clear depth or clear color changes. Fixes
regression in Dark Spire which prevents map from being visible.
#: Changed open bus reads to return 0x0 instead of 0xFFFFFFFF on the entire
address space, after doing some DS tests. Fixes hangs in Digimon Story
games, which rely on strange cart 2 bus reads.
#: Clamps vertex Y to screen size in 3D renderer to avoid crashes in the
new sorting code. Fixes crash regression in Final Fantasy 4.
#: Added logic which converts some conditional instructions to unconditional
when they come after a conditional branch. This helps prevent the
recompiler from running away into dead code and exploding in recursion.
Fixes crashes in Inazuma Eleven 2.
#: Fixed a bug with conditional str instructions. Fixes crash in Penguins of
Madagascar.
#: Fixed a bug with conditional swi instructions. Fixes English patch of
Super Robot Wars Exceed.
#: Fixed a bug that caused some swp instructions to break, fixes a problem
with Infinite Space.
#: Changed DMA timing for Yu-Gi-Oh 5D's World Championship 2010, preventing
a freeze in battle.
#: Changed timing for Sonic Chronicles. Fixes crashes.
-------------------------------------------------------------------------------------------
r2.2.0.2p:
#: Fixed caching of null textures again. Fixes regression in
Zelda: Phantom Hourglass.
-------------------------------------------------------------------------------------------
r2.2.0.1p:
#: Fixed caching of null textures with valid palettes. Fixes regression in
Hotel Dusk.
-------------------------------------------------------------------------------------------
r2.2.0.0p:
@: Detects constantly changed portions of ITCM code and patches branch targets
to separate blocks as they're modified. Improves performance in games that
heavily modify ITCM like Golden Sun.
@: Several improvements to reduce the cost of compilation flushes, minimizes
intermittent pauses in games during code modifications (eg Pokemon)
@: Switched from tracking just a small number of modified literal values to
all positions in ITCM and main RAM. Prevents massive slowdown in C.O.P.
@: Now compiled with GCC 4.8.x, has some performance benefits sometimes
@: Geometry backface test is now done in an optimized NEON function
@: More 3D rendering functions are now done in optimized NEON
@: Division/sqrt routines are more properly retaining their values now, less
redundant updates.
@: Optimized polygon sorting.
@: Changed cheat processing to minimize work done for cheats that aren't
enabled.
#: Fixed a bug where loads were generated when misalignment wasn't properly
detected as possible.
#: Games with backup files > 512KB are no longer stored in savestates
regardless of the option to do so. Fixes save states with Art Academy and
Zelda Spirit Tracks.
#: Fixed a bug with block loads over unallocated registers.
#: Game database lookup will now match on game code only if name doesn't match
(useful for some ROM hacks that changed the name) and will match on low
24-bits of gamecode if the whole thing doesn't match (useful for region
variations not in the list)
#: Games that modify VRAM mid-frame via HDMA are now rendered differently to
accommodate. Fixes screen glitches in Golden Sun.
#: Texture caching changes to fix some games.
#: Fixed a bug involving blending between 3D layers that happened when it
shouldn't have. Fixes bad background color in Dragon Quest IX.
#: Now caches clear color/depth for next frame. Fixes missing graphics in
Tales of Innocence.
#: Fixed a glitch in alpha ID test in NEON code. Fixes corruption during
screen transition in Zelda games.
#: Updated savestates to include saving the power management registers. Fixes
problems with microphone no longer working after resuming from a savestate.
#: Fixed DMA from ITCM region to read zero. Fixes Knights in the Nightmare
graphical problems.
#: Fixed NEON code for some functions handling pixel spans of zero width.
Removes some small graphical artifacts with tiny polygons.
#: Added a clamp for overflows in triangle coordinates. Fixes some crashes.
#: Register allocation fixes, fixes problems in Front Mission and de Blob 2.
-------------------------------------------------------------------------------------------
2.1.6.1p
Eine neue Version von DraStic ist erhältlich.
Die Änderungen kommen etwas später.
DraStic Nintendo DS emulator
Download
-------------------------------------------------------------------------------------------
2.1.0p
Hab die Readme vergessen. D:
Das Wichtige hab ich mal schnell Übersetzt.
Fixes (meist für 1 - 2 Spiele)
[Pokemon Black 2/White 2/Heartgold/Soulsilver - Brain Training - Nanostray 2 - Okami Den - Cars Mater: National Championship - Mario and Luigi: Bowsers Inside Story - Last Window - Splinter Cell: Night Vision - Mario Kart - GTA:CW - Need for Speed Carbon - Narnia: TLtWatW - Dementium II]
+: Added support for 7z and RAR archives for ROM loading. Please thank Lordus
for implementing this feature.
+: Added a bare-bones DLDI emulation (experimental, use at your own risk)
See the section in the readme for how to use it.
+: Added database info for many newer games.
+: Added emulation of NAND backup (huge thanks to Normmatt, and his work in
DeSmuME and much direct help on the matter!) Allows play of
Wario Ware: DIY and Jam with the Band
+: Added option to fix main 2D engine to top screen.
+: Added game icon display in file browser.
#: Fix initialization of VRAM maps, which could cause some things to break
when a game is reset or reloaded.
#: Changed 3D capture to effectively latch the value written if it happens
before a current capture ends, instead of automatically clearing it.
Fixes broken screen transition in Knytt Stories.
#: Fixed audio sample buffers to be usable from more than just main RAM.
Fixes broken sound in jEnesisDS.
#: Fixed bug in cheat menu that prevented cheats from updating after being
set (until you reload the emulator)
#: Made the framebuffer update if clear depth or clear color changes. Fixes
regression in Dark Spire which prevents map from being visible.
#: Changed open bus reads to return 0x0 instead of 0xFFFFFFFF on the entire
address space, after doing some DS tests. Fixes hangs in Digimon Story
games, which rely on strange cart 2 bus reads.
#: Clamps vertex Y to screen size in 3D renderer to avoid crashes in the
new sorting code. Fixes crash regression in Final Fantasy 4.
#: Added logic which converts some conditional instructions to unconditional
when they come after a conditional branch. This helps prevent the
recompiler from running away into dead code and exploding in recursion.
Fixes crashes in Inazuma Eleven 2.
#: Fixed a bug with conditional str instructions. Fixes crash in Penguins of
Madagascar.
#: Fixed a bug with conditional swi instructions. Fixes English patch of
Super Robot Wars Exceed.
#: Fixed a bug that caused some swp instructions to break, fixes a problem
with Infinite Space.
#: Changed DMA timing for Yu-Gi-Oh 5D's World Championship 2010, preventing
a freeze in battle.
#: Changed timing for Sonic Chronicles. Fixes crashes.
-------------------------------------------------------------------------------------------
r2.2.0.2p:
#: Fixed caching of null textures again. Fixes regression in
Zelda: Phantom Hourglass.
-------------------------------------------------------------------------------------------
r2.2.0.1p:
#: Fixed caching of null textures with valid palettes. Fixes regression in
Hotel Dusk.
-------------------------------------------------------------------------------------------
r2.2.0.0p:
@: Detects constantly changed portions of ITCM code and patches branch targets
to separate blocks as they're modified. Improves performance in games that
heavily modify ITCM like Golden Sun.
@: Several improvements to reduce the cost of compilation flushes, minimizes
intermittent pauses in games during code modifications (eg Pokemon)
@: Switched from tracking just a small number of modified literal values to
all positions in ITCM and main RAM. Prevents massive slowdown in C.O.P.
@: Now compiled with GCC 4.8.x, has some performance benefits sometimes
@: Geometry backface test is now done in an optimized NEON function
@: More 3D rendering functions are now done in optimized NEON
@: Division/sqrt routines are more properly retaining their values now, less
redundant updates.
@: Optimized polygon sorting.
@: Changed cheat processing to minimize work done for cheats that aren't
enabled.
#: Fixed a bug where loads were generated when misalignment wasn't properly
detected as possible.
#: Games with backup files > 512KB are no longer stored in savestates
regardless of the option to do so. Fixes save states with Art Academy and
Zelda Spirit Tracks.
#: Fixed a bug with block loads over unallocated registers.
#: Game database lookup will now match on game code only if name doesn't match
(useful for some ROM hacks that changed the name) and will match on low
24-bits of gamecode if the whole thing doesn't match (useful for region
variations not in the list)
#: Games that modify VRAM mid-frame via HDMA are now rendered differently to
accommodate. Fixes screen glitches in Golden Sun.
#: Texture caching changes to fix some games.
#: Fixed a bug involving blending between 3D layers that happened when it
shouldn't have. Fixes bad background color in Dragon Quest IX.
#: Now caches clear color/depth for next frame. Fixes missing graphics in
Tales of Innocence.
#: Fixed a glitch in alpha ID test in NEON code. Fixes corruption during
screen transition in Zelda games.
#: Updated savestates to include saving the power management registers. Fixes
problems with microphone no longer working after resuming from a savestate.
#: Fixed DMA from ITCM region to read zero. Fixes Knights in the Nightmare
graphical problems.
#: Fixed NEON code for some functions handling pixel spans of zero width.
Removes some small graphical artifacts with tiny polygons.
#: Added a clamp for overflows in triangle coordinates. Fixes some crashes.
#: Register allocation fixes, fixes problems in Front Mission and de Blob 2.
-------------------------------------------------------------------------------------------
2.1.6.1p
Eine neue Version von DraStic ist erhältlich.
Die Änderungen kommen etwas später.
DraStic Nintendo DS emulator
Download
r2.1.3p: said:#: A bunch of fixes were made to the cheat database, many more of them should
actually work and not cause crashes.
#: Implemented 1-element texture matrix stack. Fixes graphical problems in
Fire Emblem: Dark Shadow.
#: Made ARM7 properly reschedule when waking up if IRQs are not enabled.
Fixes hang at end of a stage in Diddy Kong Racing.
#: Fixed an ldm emulation bug that triggered with some register allocations.
Fixes hang in Spore Creatures.
#: Changed alpha ID test to not apply to opaque pixels in alpha polygons.
Fixes missing graphics in Justice League.
#: Added y-sort for polygons. Fixes a bunch of missing graphics bugs in menus
and the like, but will probably come at a bit of a performance hit.
#: Fixed missing power management register emulation. Fixes microphone bugs
in the Zelda games.
#: Fixed recompiler flags caching bug that preventing Megaman Battle
Network 5DS from loading.
#: No longer requires BIOS/firmware (but will still use ones you've installed).
Please see the System Files section for more information.
#: Pokemon Heart Gold/Soul Silver is at least playable due to a timing hack.
#: Fixed 2D rendering bug where 8bpp affine sprites would show up as opaque
if the MSB in the palette entry was set. Fixes blue borders around sprites
in Bob's Game demo.
#: Implemented signal handler to allow loads from the first 4KB of memory.
Fixes crashes in homebrew titles like Detective DS and Bob's Game demo.
-------------------------------------------------------------------------------------------
2.1.0p
Vielen Dank ^^vloex_ said:hier die Änderungen in der neuen Version...
Hab die Readme vergessen. D:
Das Wichtige hab ich mal schnell Übersetzt.
r2.1.0p said:+: Added option to compress savestates
+: Added option to store snapshots in savestates, visible in the menu
+: Added timestamp display of savestates in the menu
+: Added option to mirror touchscreen input on the other screen.
+: Closing the Pandora lid now emulates a DS hinge close.
+: Added firmware editor option. DraStic can also now run w/o a firmware
file, but this is experimental - if you have problems please revert to
using the firmware file and report it.
+: Added cheat code support. See cheats section for more information. Huge
thanks to Normmatt for his help with this.
@: Separated ITCM translation cache from main translation cache. Makes
games which constantly modify ITCM run better.
Übersetzung said:+: Option zum Komprimieren von Savestates hinzugefügt.
+: Option Hinzugefügt, um einen Snapshot in einem Savestate zu speichern, ist im Menü sichtbar.
+: Die Savestates haben nun einen Zeitstempel.
+: Option zum Spiegeln der Touchscreeneingabe auf dem anderen Bildschirm.
+: Wenn die Pandora geschlossen wird, wird das schliesen des DS emuliert.
+: Firmwareeditor hinzugefügt. DraStic kann nun auch ohne den originalen Firmwaredateien verwendet werden. !!Experimentell!!
Wenn es probleme gibt, meldet diese Bitte und verwendet dir Firmwaredateien.
+: Cheat code Support hinzugefügt. Vielen Dank an Nirmmatt für seine Hilfe.
@: ITCM Cache vom Haupt Cache getrennt. Spiele die ständig den ITCM Cache verwenden laufen nun besser.
Fixes (meist für 1 - 2 Spiele)
[Pokemon Black 2/White 2/Heartgold/Soulsilver - Brain Training - Nanostray 2 - Okami Den - Cars Mater: National Championship - Mario and Luigi: Bowsers Inside Story - Last Window - Splinter Cell: Night Vision - Mario Kart - GTA:CW - Need for Speed Carbon - Narnia: TLtWatW - Dementium II]
#: Fixed initialization problem with palette and OAM memory mappings. Fixes
missing text in Pokemon games when not the first game loaded.
#: Fixed auto-initialization of slot 2 memory for homebrew games that use it.
#: Implemented sleep mode.
#: Corrected unaligned ldrh instructions to use ARM9 behavior instead
of ARM7 behavior. Fixes Italian language selection in Brain Training.
#: Fixed halt instruction not being woken up if CPU I flag is set.
Fixes freeze in Pokemon White/Black 2, probably others.
#: Implemented backup command 0x8, which prevents Pokemon Heart Gold/
Soul Silver from eventually crashing on screen transitions. Special
thanks to Normmatt for giving me the heads up on this.
#: Improved timing slightly by taking extra cycles for unconditional
block memory instructions. At least seems to be enough to fix
Pokemon Heart Gold/Soul Silver.
#: Fixed some real-time clock parameter count bugs. Fixes time in
Pokemon games.
#: Fixed direction matrix read registers. Fixes Nanostray 2 missing
graphics.
#: Fixed an overflow problem on geometry clipping. Fixes a crash in
Okami Den.
#: Added detection of self-modifying code for block store instructions.
Let's Mario & Luigi: Bowser's Inside Story at least gets in game.
#: Fixed an issue with texture caching. Fixes graphical glitches in
Last Window.
#: Fixed bug in highlight shading. Fixes colors in Cars Mater-National
Championship.
#: Fixed bugs in video capture, fixes Splinter Cell night vision
#: Fixed a bug where toon shading wasn't handled for untextured polygons.
Fixes Mario Kart invincibility.
#: Fixed a bug in light vector caching causing some lighting errors,
fixes GTA:CW and probably others.
#: Fixed a regression (and possibly earlier problem) causing a bunch
of Activision games to not start at all.
#: Fixed capture bug. Fixes bad bottom screen in Need for Speed Carbon.
#: Fixed bug with clear images. Fixes graphics in Narnia: TLtWatW
#: Fixed bug with AUXSPICNT status bit. Allows Dementium II to load.
Download
-------------------------------------------------------------------------------------------
2.0.0p
Exophase hat die nächste Version des NDS Emulators fertig.
Das Update bring sehr viel, in Sachen Geschwindigkeit und Kompatibilität.
Quelle
Download
missing text in Pokemon games when not the first game loaded.
#: Fixed auto-initialization of slot 2 memory for homebrew games that use it.
#: Implemented sleep mode.
#: Corrected unaligned ldrh instructions to use ARM9 behavior instead
of ARM7 behavior. Fixes Italian language selection in Brain Training.
#: Fixed halt instruction not being woken up if CPU I flag is set.
Fixes freeze in Pokemon White/Black 2, probably others.
#: Implemented backup command 0x8, which prevents Pokemon Heart Gold/
Soul Silver from eventually crashing on screen transitions. Special
thanks to Normmatt for giving me the heads up on this.
#: Improved timing slightly by taking extra cycles for unconditional
block memory instructions. At least seems to be enough to fix
Pokemon Heart Gold/Soul Silver.
#: Fixed some real-time clock parameter count bugs. Fixes time in
Pokemon games.
#: Fixed direction matrix read registers. Fixes Nanostray 2 missing
graphics.
#: Fixed an overflow problem on geometry clipping. Fixes a crash in
Okami Den.
#: Added detection of self-modifying code for block store instructions.
Let's Mario & Luigi: Bowser's Inside Story at least gets in game.
#: Fixed an issue with texture caching. Fixes graphical glitches in
Last Window.
#: Fixed bug in highlight shading. Fixes colors in Cars Mater-National
Championship.
#: Fixed bugs in video capture, fixes Splinter Cell night vision
#: Fixed a bug where toon shading wasn't handled for untextured polygons.
Fixes Mario Kart invincibility.
#: Fixed a bug in light vector caching causing some lighting errors,
fixes GTA:CW and probably others.
#: Fixed a regression (and possibly earlier problem) causing a bunch
of Activision games to not start at all.
#: Fixed capture bug. Fixes bad bottom screen in Need for Speed Carbon.
#: Fixed bug with clear images. Fixes graphics in Narnia: TLtWatW
#: Fixed bug with AUXSPICNT status bit. Allows Dementium II to load.
Download
-------------------------------------------------------------------------------------------
2.0.0p
Exophase hat die nächste Version des NDS Emulators fertig.
Das Update bring sehr viel, in Sachen Geschwindigkeit und Kompatibilität.
Exophase said:Just uploaded v2.0p to the repo. The changes are in the readme. The big one is that the 3D renderer and geometry engine are much faster than the previous version. There's still more optimization work to be done, but this is probably the biggest shift you'll see in a version release.
My 1GHz Pandora arrived today, and I was surprised to find that all of my test set that used 3D was 12% faster at the same clock speed (900MHz on 1GHz unit vs 900MHz on my original CC unit). Overclocking that to 1.15GHz made an even bigger difference. So for people using CC or Rebirth units, all I can really say is that there's a lot of extra potential to be had in upgrading to a 1GHz if you're willing to take the plunge.
Since this version changes a lot of code it may be best to start the compatibility list over again, archiving the old one. Since this is an x.0.0 release consider it more experimental and potentially more broken. It's my intention to focus again on compatibility fixes and features until the next major revision (3.0.0), like I did last time.
Quelle
Übersetzung said:Ich habe gerade v2.0p zum Download ins Repo gestellt. Die Änderungen stehen in der Readme. Der 3D Renderer und die Geoetry Engine sind nun viel schneller als zuvor. Es gibt noch mehr zum optimieren, aber dieses Update ist das Größte, was es geben wird.
Ich habe meine 1GHz Pandora heute bekommen und ich war überrascht, dass 3D um ca. 12% schneller sind (900MHz auf 1GHz vs 900MHz auf CC). Beim Übertakten auf 1.15GHz ist der Unterschied noch größer. Also für diejenigen, die eine CC oder Rebirth Pandora haben, es gibt noch mehr Potenzial, wenn man auf eine 1GHz Pandora upgradet.
Da in dieser Version sehr viele Veränderungen waren, möchte ich eine neue Kompatibilitätsliste machen. Dies ist eine x.0.0 Version und damit eher experimentell und vielleicht nicht ganz stabil. Wie zuvor werden die weiteren Updates nur für Fixes und Kompatibilität sein, bis zur nächsten Version (3.0.0).
Download