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>
This commit is contained in:
2026-07-04 23:36:09 +02:00
co-authored by Claude Fable 5
parent d64cb8b37c
commit 4c33bdb880
+7 -4
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@@ -199,15 +199,18 @@ tiles) implemented as a **VRAM torus** (see "Scrolling model" above) — VDP reg
plus edge-strip rendering, with no per-move blank/flash. Input (keyboard + joystick, sampled
at the last animation frame) chains directly into the next move if a direction is still
held. The player is a 24×24 **software** sprite (`DrawSpriteAt`) drawn into VRAM — hardware
sprites are disabled. Hold **M** for the minimap overlay.
sprites are disabled. Special keys in the movement loop: hold **M** (or joystick button A)
for the minimap overlay; hold **S** for the cat-sense arrow pointing toward the exit;
**C** (cheat) teleports to an open neighbour of the exit — one move short, so the final
step (and the win) is still the player's.
### MSXgl configuration
`msxgl_config.h` is the per-project feature switch for the dynamically-compiled library:
SCREEN 5 (G4) and SCREEN 8 (G7) modes, VDP commands, 16×16 sprites, keyboard+joystick
input, and the lVGM/PSG/MSX-Music replayer (see "Music"). Enabling a library feature the
game starts using generally requires flipping the matching `*_USE_*` define here **and**
adding the module to `LibModules` in `project_config.js`.
input, and the audio stack (lVGM/PSG/MSX-Music replayer + ayFX — see "Music & sound").
Enabling a library feature the game starts using generally requires flipping the matching
`*_USE_*` define here **and** adding the module to `LibModules` in `project_config.js`.
## Conventions in this codebase