Update Highlights and intros - #14
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Key fixes in range_fixer.py:
- _extract_boundaries_c: handle functions with '{' on the next line
(lookahead_brace flag, check depth==0 instead of depth==1)
- _extract_boundaries: check _is_c_like before _is_asm_like to prevent
ASM extractor from treating C keywords (void, unsigned, extern) as labels
in mixed-language files like "C, x86 Assembly"
- _resolve_single: add C_MIN_PLAUSIBLE_RANGE guard so C structural alignment
only fires when the resolved range is large enough to be trustworthy
- _verify_ranges: tighten VERIFY_START_DRIFT from 300 to 60, add guard
rejecting corrections that move start to line 1
Also manually reset corrupted section ranges in wl-scale-c.md and id-ca-c.md
and re-ran fix-ranges across all wolf3d C files.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Corrected 12 sections that were pointing to wrong areas of ID_SD.C: soundblaster-detection, sound-source-detection, pc-speaker-digitized-sound, play-digitized-sound, stop-digitized-sound, adlib-register-manipulation, detecting-adlib-card, sound-manager-startup, stereo-positioning, play-sound-routine, music-sequencer-on, fade-out-music, music-playing-check. All sections now resolve to the correct functions (SDL_DetectSoundBlaster, SDL_DetectSoundSource, SDL_PCPlaySample, SDL_PlayDigiSegment, SD_StopDigitized, alOut, SDL_DetectAdLib, SD_Startup, SD_PositionSound, SD_PlaySound, SD_MusicOn, SD_FadeOutMusic, SD_MusicPlaying) with no overlaps. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
…debases - Updated logging mechanisms and error handling in Quake's sys-win-c.md to improve debugging capabilities. - Enhanced player view calculations and rendering techniques in Quake's view-c.md for better immersion and performance. - Improved WAD file management and asset loading processes in Quake's wad-c.md, focusing on memory efficiency and cross-platform compatibility. - Optimized memory zone management in Quake's zone-c.md to reduce fragmentation and improve allocation speed. - Expanded assembly routines in Wolfenstein 3D's c0-asm.md for better memory organization and compatibility with MS-DOS. - Refined long division and division handling in Wolfenstein 3D's h-ldiv-asm.md to enhance mathematical operations on 386 CPUs. - Updated caching manager and Huffman coding structures in Wolfenstein 3D's id-ca-c.md for efficient asset management. - Improved sound data segment setup and management in Wolfenstein 3D's id-sd-a-asm.md for better audio performance. - Enhanced player state management and attack information structures in Wolfenstein 3D's wl-agent-c.md for improved gameplay dynamics. - Refined enemy spawning and movement algorithms in Wolfenstein 3D's wl-state-c.md to create a more dynamic game environment.
- Updated descriptions for various subroutines to enhance clarity and detail. - Improved the summary points to better reflect Zork's innovations in interactive fiction. - Added new sections on garbage collection, username extraction, and event handling. - Revised content for existing sections to emphasize the historical significance and technical challenges faced during development. - Enhanced the overall structure and readability of the documentation.
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