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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 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 a USB port, 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.
