Document special keys and ayFX in CLAUDE.md
Game flow now lists all movement-loop keys (M/joy-A minimap, S cat sense, C cheat landing one move short of the exit), and the MSXgl configuration section covers the full audio stack including ayFX. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -199,15 +199,18 @@ tiles) implemented as a **VRAM torus** (see "Scrolling model" above) — VDP reg
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plus edge-strip rendering, with no per-move blank/flash. Input (keyboard + joystick, sampled
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at the last animation frame) chains directly into the next move if a direction is still
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held. The player is a 24×24 **software** sprite (`DrawSpriteAt`) drawn into VRAM — hardware
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sprites are disabled. Hold **M** for the minimap overlay.
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sprites are disabled. Special keys in the movement loop: hold **M** (or joystick button A)
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for the minimap overlay; hold **S** for the cat-sense arrow pointing toward the exit;
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**C** (cheat) teleports to an open neighbour of the exit — one move short, so the final
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step (and the win) is still the player's.
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### MSXgl configuration
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`msxgl_config.h` is the per-project feature switch for the dynamically-compiled library:
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SCREEN 5 (G4) and SCREEN 8 (G7) modes, VDP commands, 16×16 sprites, keyboard+joystick
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input, and the lVGM/PSG/MSX-Music replayer (see "Music"). Enabling a library feature the
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game starts using generally requires flipping the matching `*_USE_*` define here **and**
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adding the module to `LibModules` in `project_config.js`.
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input, and the audio stack (lVGM/PSG/MSX-Music replayer + ayFX — see "Music & sound").
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Enabling a library feature the game starts using generally requires flipping the matching
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`*_USE_*` define here **and** adding the module to `LibModules` in `project_config.js`.
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## Conventions in this codebase
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