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Add block comments to describe source files

This commit is contained in:
Peter Evans 2018-02-12 21:15:20 -06:00
parent 0822b2f4ba
commit ec522f259e
16 changed files with 107 additions and 3 deletions

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@ -1,5 +1,16 @@
/* /*
* apple2.bank.c * apple2.bank.c
*
* Handle reads and writes to bank-switchable memory, as well as the
* soft switches that manage access to bank-switched memory spaces.
* Bank-switchable memory is located from $D000..$FFFF, and those
* addresses may point to 1) system ROM; 2) main memory RAM; 3)
* auxiliary memory RAM; 4) a separate 4k bank of RAM in the
* $D000..$DFFF range, one for _each_ of main and aux memory. That is,
* you are allowed to fit a separate 16k RAM in 12k address space for
* both main and auxiliary memory.
*
* Are you confused yet? Keep reading!
*/ */
#include "apple2.h" #include "apple2.h"

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/* /*
* apple2.c * apple2.c
* *
* Here we have support for the apple2 machine. I suspect that we will * This file handles the top-level domain code for the Apple II machine.
* need to break this file up into components in the future... * It's also a bit of a catch-all for logic which doesn't need its own
* file.
*/ */
#include <unistd.h> #include <unistd.h>

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/* /*
* apple2.dbuf.c * apple2.dbuf.c
*
* Handle reads and writes to our display buffers and the soft switches
* that manage them. There are a number of conditions which may cause
* our I/O to use the auxiliary memory segment instead of the main one;
* additionally, we can signal to the VM that we need to redraw stuff
* when writes do happen.
*/ */
#include "apple2.dbuf.h" #include "apple2.dbuf.h"

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/* /*
* apple2.dd.c * apple2.dd.c
*
* This file encompasses the logic we use to handle disk drives in the
* Apple II machine. You'll find a lot of references to what may seem to
* be hardware implementation details, like stepper motor phases, but
* these are necessary because those details were exposed to software,
* and software was required to use those details to correctly position
* itself.
*/ */
#include "apple2.dd.h" #include "apple2.dd.h"

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/* /*
* apple2.dec.c * apple2.dec.c
*
* Decode 6-and-2 encoding to get back to the "raw" state that image
* data has. You can read more on why this is necessary in apple2.enc.c.
*/ */
#include <stdbool.h> #include <stdbool.h>

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/* /*
* apple2.draw.c * apple2.draw.c
*
* Draw pretty pixels on the screen in the way that Apple II would work.
* NB: this code is pretty rough, and I expect some changes as we get
* further into development.
*/ */
#include "apple2.h" #include "apple2.h"

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/* /*
* apple2.enc.c * apple2.enc.c
*
* Encode disk image data with 6-and-2 encoding, which in effect
* "nibbilizes" them (in exactly the way a .NIB file is saved). This
* process is somewhat complicated, and I don't blame you if you gently
* bop your head on your desk and ask woz, pleadingly, why, why, why.
*
* The reason for "why" is that early disk drives were pretty limited,
* and specifically could not have zero bits next to each other. Which
* is _crazy_. Hence the crazy code below.
*/ */
#include "apple2.enc.h" #include "apple2.enc.h"

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/* /*
* apple2.kb.c * apple2.kb.c
*
* Handle soft switches to read keyboard state, which are surprisingly
* few and lightweight. The state would be the last key pressed, whether
* a key is pressed _right now_, and the keyboard strobe (which is used
* to determine if you've read last key pressed before or not).
*/ */
#include "apple2.kb.h" #include "apple2.kb.h"

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/* /*
* apple2.mem.c * apple2.mem.c
*
* Implement code to handle soft switches for memory modes in Apple II,
* to handle zero-page accesses, and to handle ROM initialization. If
* that sounds like a lot of not-necessarily-related stuff, you're
* right! FIXME: we should break this file up into smaller parts.
*/ */
#include "apple2.bank.h" #include "apple2.bank.h"

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/* /*
* apple2.reflect.c * apple2.reflect.c
*
* Implement the reflection handlers for the virtual machine when the
* apple2 machine is being emulated.
*/ */
#include "apple2.h" #include "apple2.h"

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/* /*
* mos6502.dis.c * mos6502.dis.c
* *
* Disassembly of the mos6502 machine code into an assembly notation. * Disassembly of the mos6502 machine code into an assembly notation. I
* should note that there is no formal grammar (that I know of!) for
* 6502 assembly--just an informal notation that is de-facto supported
* by one assembler or another. The general format we use is as follows:
*
* LABEL:
* INS $OPER ; comment
*
* Where LABEL is a--well, a label; INS is an instruction; $OPER is a
* hexadecimal number; and a semicolon denotes a comment follows until
* the end of the line.
*
* You will find a number of variants of `$OPER`, as the assembly
* notation uses those variants to denote a specific kind of address
* mode. `$OPER` is absolute mode; `$OP` (just two hex digits) is
* zero-page mode; `$(OP),Y` is indirect-indexed mode; etc. (Please
* refer to mos6502.addr.c for more details on those modes!)
*
* The code here generally pushes disassembled notation into FILE stream
* objects. If you need them in a string, for instance, you can mess
* with `setvbuf()` (as we indeed do in our unit-testing code!).
*/ */
#include <stdbool.h> #include <stdbool.h>

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/* /*
* objstore.c * objstore.c
*
* The code here allows us to work with the object store, which is an
* entity that allows us to toss all of our binary data needs into a big
* glob of stuff that we can unpack and use at runtime. Examples of such
* data are bitmap fonts, ROM data, etc.
*/ */
#include <zlib.h> #include <zlib.h>

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/* /*
* vm_area.c * vm_area.c
*
* The area code defines a library-independent "area" struct, because we
* don't want to write virtual machine code which makes literal use of
* SDL_Rects. Any time you need to pass a screen area (which would be a
* rectangle of a certain width and height, offset from the top-left of
* the screen by a given x/y coordinate), you would use a vm_area
* struct to do so.
*/ */
#include "vm_area.h" #include "vm_area.h"

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/* /*
* vm_bitfont.c * vm_bitfont.c
*
* The bitfont code allows us to define and work with a bitmapped font.
* You can find the bitmap font glyphs in the `/fonts` subdir within the
* repository root, as well as bmp files that are compiled from those
* glyphs (via `/tools/build-fonts`).
*
* We do not have support for truetype fonts (nor other types of fonts)
* at this time, but the glyph system is pretty easy to work with, even
* if it is a hack.
*/ */
#include "vm_bitfont.h" #include "vm_bitfont.h"

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/* /*
* vm_event.c * vm_event.c
*
* The code here handles events for the virtual machine; it essentially
* is a wrapper for SDL, presenting an interface to events that is
* independent of SDL itself. You would handle keyboard events here,
* mouse events, and more.
*/ */
#include "vm_event.h" #include "vm_event.h"

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/* /*
* vm_reflect.c * vm_reflect.c
*
* Here we have support for reflection, or perhaps meta-manipulation, of
* the virtual machine. You can create hooks to stop the machine, or
* disassemble opcodes from it, or handle state.
*/ */
#include <stdlib.h> #include <stdlib.h>