Solitaire (Windows, 2007)
The 2007 version of Solitaire included with Windows Vista and 7 is a reworked version of the 1990 original with better graphics and some new features. Other than that, though, it plays exactly the same.
By setting the internal g_bDebugEnabled variable to a nonzero value, various debugging features are enabled. This value isn't written to by the game, so it must be set manually.
Instead of the normal menu (resource 102), the game loads this alternative one (resource 103) from Solitaire.exe.mui. Most of it is self-explanatory, but "Toggle Deck Lock" appears to have no effect.
Holding Ctrl + Alt + Shift while clicking on the deck causes only one card to be drawn regardless of the Draw Three options. It also enables you to move any card or bunch to any other stack irrespective of card color or number.
Holding F6 causes the playfield to be rendered in gray with ever grayer boxes replacing the cards.
Pressing Home causes the display to freeze. Nothing else stops, so the time continues in timed games and sound effects still play, but with no visual feedback. Pressing End resumes the display. Insert can be used to toggle this on and off.
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). Also like debugging, they are not written to by the game so it must be enabled manually.
A sample log:
SolLogGeneral: (673) SolitaireGame::FindHigherCardToPutOnStack() - Not a main stack, don't bother checking. CardLibLogGeneral: (674) CardStack::SetHighlight()::bHighlight == false CardLibLogGeneral: (675) Card::SetHighlight()::bHighlight == false 0x00002000: (676) Hide tip Rendering: (884) SetState: 260 Rendering: (885) (RenderManager.cpp:2156) Present Failed: 88760868(D3DERR_DEVICELOST) Rendering: (886) (RenderManager.cpp:1704) Resuming after lost device Rendering: (887) (Font.cpp:691) Invalidating a font cache Rendering: (888) (Font.cpp:691) Invalidating a font cache Rendering: (889) (RenderManager.cpp:2253) Reset: 800 x 496 format 22 Rendering: (890) (RenderManager.cpp:1465) RecreateDefaultResources() UI: (891) Recreating font: Segoe UI UI: (892) Recreating font: Segoe UI Rendering: (893) (RenderManager.cpp:150) CreateCachedBackBuffer() Rendering: (894) SetState: 4096 Core: (909) Engine_GotFocus() Timekeeping: (910) Reset timers Core: (911) Engine_LostFocus() Core: (912) Engine_GotFocus() Timekeeping: (913) Reset timers Rendering: (914) (RenderManager.cpp:2369) Saved the back buffer for cached presentation CardLibLogGeneral: (915) CardStack::SetEnabled()::bAccess == true Core: (916) Engine_LostFocus()
With logging and debug mode enabled, pressing F11 dumps the in-use images and sounds to the log.
An 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.
Possibly undocumented because Microsoft thought people were too used to the traditional controls, and a gamepad wouldn't work for a card game. It's a neat little feature, nonetheless.
|Left analog stick/D-Pad/Shoulder Buttons/Triggers||Moves the cursor. Oddly, they can also be used to navigate the menu bar.|
|B/Back||Undoes the previous move.|
|A/X||Selects the card the cursor is on. Moving the cursor onto another card and pressing A or X again moves the previous card onto the stack. Double-tapping either button moves a card to the home stack.|
|Y/Start||Opens the Game Menu.|