Moving the cursor onto another card and pressing A or X again moves the previous card onto the stack. Oddly, they can also be used to navigate the menu bar. Left analog stick/D-Pad/Shoulder Buttons/Triggers Possibly undocumented because Microsoft thought people were too used to the traditional controls, and a gamepad wouldn't work well for a card game. With logging and debug mode enabled, pressing F11 dumps the in-use images and sounds to the log.Īn interesting feature that isn't documented anywhere (Help Menu-wise) is XInput (gamepad) support - if the game detects an Xbox 360 controller plugged into one of your USB ports, the P1 corner on the controller will light up, signifying the controller can be used. Rendering: (914) (RenderManager.cpp:2369) Saved the back buffer for cached presentationĬardLibLogGeneral: (915) CardStack::SetEnabled()::bAccess = true Rendering: (893) (RenderManager.cpp:150) CreateCachedBackBuffer() Rendering: (890) (RenderManager.cpp:1465) RecreateDefaultResources() Rendering: (888) (Font.cpp:691) Invalidating a font cache Rendering: (887) (Font.cpp:691) Invalidating a font cache Rendering: (886) (RenderManager.cpp:1704) Resuming after lost device SolLogGeneral: (673) SolitaireGame::FindHigherCardToPutOnStack() - Not a main stack, don't bother checking.ĬardLibLogGeneral: (674) CardStack::SetHighlight()::bHighlight = falseĬardLibLogGeneral: (675) Card::SetHighlight()::bHighlight = false Also like debugging, they are not written to by the game so it must be enabled manually. Like with debugging, there are two internal variables that control UTF-16 logging either to log.txt in the current directory (g_uiFileMask) or redirected standard output (g_uiConsoleMask). This is also present in Spider Solitaire. Insert can be used to toggle this on and off.Ī different debugging option can be enabled by launching the executable with the -solverdebug argument. Nothing else stops, so the time continues in timed games and sound effects still play, but with no visual feedback. Pressing Home causes the display to freeze. As the enablement flags for the games are still present in every SKU's product policies, it'd be a good idea if someone were to re-enable them through ProductPolicyEditor and look through any noticeable code changes from within their binaries. The binaries were included in the provided repair content sources for the following builds: 8250 (Win8 Consumer Preview), 8400 (Win8 Release Preview), 9200 (Win8 RTM), 9431 (Win8.1 BlueMP), 9600 (Blue RTM), 10586 (Win10 v1511) and 14393 x86 (Win10 v1607). The only catch to this, however, is that the Win7 games were still compiled from until as late as Win10 v1703, which is when MS decided to ditch the rest of the older editions entirely.
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