force use of pandoc version >= 3.1.12.2

The `bin/pandoc-wrapper.sh` tool will verify that the ssytem
has a recent enough version of `pandoc(1)`.

We explain why we insist on `pandoc(1)`. version >= 3.1.12.2
in comments where the $PANDOC_MIN_VERSION is set.

Added `--wrap=preserve` as a default argument to `pandoc(1)`.
While this change will impact every HTML file generated,
we believe this will improve the ability of someone to look
at the generated HTML and correlate with the original markdown.

Changed `bin/pandoc-wrapper.sh` VERSION from "1.4.2 2024-03-17"
to "1.4.3 2024-03-18".

Performed `make www` to achieve all of the above and to generate
HTML using the new  `--wrap=preserve` `pandoc(1)` mode.
This commit is contained in:
Landon Curt Noll committed 2024-03-18 01:26:39 -07:00
1 parent 9eb7a54e9f
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@@ -130,8 +130,8 @@
<h2 id="author"><a name="author"></a>Author:</h2>
<ul>
<li>Name: <a href="../../authors.html#Daniel_Vik">Daniel Vik</a><br>
Location: <a href="../../location.html#US">US</a> - <em>United States of
America</em> (<em>United States</em>) <br><br></li>
Location: <a href="../../location.html#US">US</a> - <em>United States of America</em> (<em>United States</em>)
<br><br></li>
</ul>
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@@ -141,72 +141,63 @@ America</em> (<em>United States</em>) <br><br></li>
<h2 id="to-build">To build:</h2>
<div class="sourceCode" id="cb1"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a><span class="fu">make</span></span></code></pre></div>
<p>There is an alternate version that should work for Windows. See <a
href="#alternate-code">alternate code</a> below.</p>
<p>There is an alternate version that should work for Windows. See <a href="#alternate-code">alternate
code</a> below.</p>
<h3 id="bugs-and-misfeatures">Bugs and (Mis)features:</h3>
<p>The current status of this entry is:</p>
<pre><code>STATUS: INABIAF - please **DO NOT** fix</code></pre>
<p>For more detailed information see <a
href="../../bugs.html#2011_vik">2011 vik bugs</a>.</p>
<p>For more detailed information see <a href="../../bugs.html#2011_vik">2011 vik bugs</a>.</p>
<h2 id="to-use">To use:</h2>
<div class="sourceCode" id="cb3"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span> file.mod <span class="op">&gt;</span> audio_file.raw</span></code></pre></div>
<p>If you have <code>mplayer(1)</code>:</p>
<div class="sourceCode" id="cb4"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb4-1"><a href="#cb4-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span> file.mod <span class="kw">|</span> <span class="ex">mplayer</span> <span class="at">-demuxer</span> rawaudio <span class="at">-</span></span></code></pre></div>
<p>Alternatively, you can convert the file to a WAV:</p>
<div class="sourceCode" id="cb5"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span> file.mod <span class="op">&gt;</span> file.raw<span class="kw">;</span> <span class="ex">./raw2wav</span> file.raw <span class="op">&gt;</span> file.wav</span></code></pre></div>
<p>and then play <code>file.wav</code> with a program that can play WAV
files.</p>
<p>and then play <code>file.wav</code> with a program that can play WAV files.</p>
<h2 id="try">Try:</h2>
<div class="sourceCode" id="cb6"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb6-1"><a href="#cb6-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./try.sh</span></span></code></pre></div>
<p>The script checks that you have <code>mplayer(1)</code> installed and
if it is it will pipe <code>vik</code> to <code>mplayer</code>. In this
case it will also use <code>raw2wav</code> to convert the file to a WAV
file. If <code>mplayer(1)</code> cannot be found it will just use
<code>raw2wav</code>. This way even if one has an
<code>mplayer(1)</code> that fails or is for some reason not what is
<p>The script checks that you have <code>mplayer(1)</code> installed and if it is it will pipe
<code>vik</code> to <code>mplayer</code>. In this case it will also use <code>raw2wav</code> to convert the file
to a WAV file. If <code>mplayer(1)</code> cannot be found it will just use <code>raw2wav</code>. This
way even if one has an <code>mplayer(1)</code> that fails or is for some reason not what is
expected they can at least play the WAV file manually.</p>
<p>It is also possible to download a number of music module files from
<a href="http://modarchive.org">The Mod Archive</a>.</p>
<p>It is also possible to download a number of music module files from <a href="http://modarchive.org">The Mod
Archive</a>.</p>
<h2 id="alternate-code">Alternate code:</h2>
<p>This version is based on the author’s remarks and it should work for
Windows.</p>
<p>This version is based on the author’s remarks and it should work for Windows.</p>
<h3 id="alternate-build">Alternate build:</h3>
<p>Assuming that <code>make</code> is similar enough try:</p>
<div class="sourceCode" id="cb7"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb7-1"><a href="#cb7-1" aria-hidden="true" tabindex="-1"></a><span class="fu">make</span> alt</span></code></pre></div>
<h3 id="alternate-use">Alternate use:</h3>
<p>Use <code>vik.alt</code> as you would <code>vik</code> above.</p>
<h2 id="judges-remarks">Judges’ remarks:</h2>
<p>This entry converts .MOD audio files to a playable stream in a most
pleasing manner if you don’t like tremolo or vibrato.</p>
<p>This entry converts .MOD audio files to a playable stream
in a most pleasing manner if you don’t like tremolo or vibrato.</p>
<p>Also it abuses the C compiler and/or assembler with a partially
initialized 32MB array. Can you tell what that partial initialization
for?</p>
<p>Does it take your system a long time to compile? You may want to
do:</p>
initialized 32MB array. Can you tell what that partial
initialization for?</p>
<p>Does it take your system a long time to compile? You may want to do:</p>
<div class="sourceCode" id="cb8"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb8-1"><a href="#cb8-1" aria-hidden="true" tabindex="-1"></a><span class="fu">cc</span> <span class="at">-S</span> vik.c</span></code></pre></div>
<p>and examine the resulting assembly file <code>vik.s</code>. On some
platforms the assembly file is about 128MB in size!</p>
<p>NOTE: The <a href="randowan.mod">randowan.mod</a> and <a
href="mad_world.mod">mad_world.mod</a> files were created by <a
href="http://www.translucentboy.com">Henrik Bertilsson</a> and are
included with his permission.</p>
<p>and examine the resulting assembly file <code>vik.s</code>. On some platforms
the assembly file is about 128MB in size!</p>
<p>NOTE: The <a href="randowan.mod">randowan.mod</a> and <a href="mad_world.mod">mad_world.mod</a> files were
created by <a href="http://www.translucentboy.com">Henrik Bertilsson</a> and are included
with his permission.</p>
<h2 id="authors-remarks">Author’s remarks:</h2>
<h3 id="introduction">Introduction</h3>
<p>In 1987, <a
href="http://www.vgmpf.com/Wiki/index.php?title=Karsten_Obarski">Karsten
Obarski</a> <a
href="https://en.wikipedia.org/wiki/Ultimate_Soundtracker">changed the
way</a> music was handled in games and demos with the introduction of
the MOD file format on <a
href="https://en.wikipedia.org/wiki/Amiga">Commodore Amiga</a></p>
<p>A MOD file contains a set of samples, a number of patterns indicating
how and when the samples are to be played, a list of what patterns to
play in what order, and a number of effects.</p>
<p>In 1987, <a href="http://www.vgmpf.com/Wiki/index.php?title=Karsten_Obarski">Karsten
Obarski</a> <a href="https://en.wikipedia.org/wiki/Ultimate_Soundtracker">changed the
way</a> music was handled in games and
demos with the introduction of the MOD file format on <a href="https://en.wikipedia.org/wiki/Amiga">Commodore
Amiga</a></p>
<p>A MOD file contains a set of samples, a number of patterns indicating how and
when the samples are to be played, a list of what patterns to play in what
order, and a number of effects.</p>
<h3 id="features">Features</h3>
<p>This program converts MOD files created with the standard trackers
for Amiga, e.g. Pro Tracker, Noise Tracker and Sound Tracker to raw 16
bit 44.1kHz stereo audio. The program supports MOD music with 4, 6, and
8 channels MOD files with up to 31 samples.</p>
<p>This program converts MOD files created with the standard trackers for
Amiga, e.g. Pro Tracker, Noise Tracker and Sound Tracker to raw 16 bit
44.1kHz stereo audio. The program supports MOD music with 4, 6, and 8
channels MOD files with up to 31 samples.</p>
<p>The MOD format includes many effects for each audio channel and this
program supports most of them, including:</p>
<ul>
@@ -222,123 +213,85 @@ program supports most of them, including:</p>
<li>Delay pattern</li>
<li>Set speed</li>
</ul>
<p>Due to size constraints tremolo and vibrato is not supported. Also,
to avoid infinite long songs, the position jump feature is ignored.</p>
<p>Due to size constraints tremolo and vibrato is not supported. Also, to
avoid infinite long songs, the position jump feature is ignored.</p>
<h3 id="songs">Songs</h3>
<p>With his permission, the package includes two songs composed by
Henrik Bertilsson, also known as Deelite:</p>
<p>With his permission, the package includes two songs composed by Henrik
Bertilsson, also known as Deelite:</p>
<ol type="1">
<li>Mad World</li>
<li>Randowan</li>
</ol>
<h3 id="build">Build</h3>
<p>Compiling for Unix systems (including cygwin) is straight
forward:</p>
<p>Compiling for Unix systems (including cygwin) is straight forward:</p>
<div class="sourceCode" id="cb9"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb9-1"><a href="#cb9-1" aria-hidden="true" tabindex="-1"></a><span class="fu">gcc</span> <span class="at">-o</span> vik vik.c</span></code></pre></div>
<h3 id="usage">Usage</h3>
<h4 id="convert-mod-file-to-raw-44.1khz-stereo-audio-file">Convert MOD
file to raw 44.1kHz stereo audio file</h4>
<div class="sourceCode" id="cb10"><pre
class="sourceCode sh"><code class="sourceCode bash"><span id="cb10-1"><a href="#cb10-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span> mad_world.mod <span class="op">&gt;</span> audio_file.raw</span></code></pre></div>
<h4 id="listen-to-the-mod-file-streaming-to-mplayer">Listen to the MOD
file (streaming to mplayer)</h4>
<div class="sourceCode" id="cb11"><pre
class="sourceCode sh"><code class="sourceCode bash"><span id="cb11-1"><a href="#cb11-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span> randowan.mod <span class="kw">|</span> <span class="ex">mplayer</span> <span class="at">-demuxer</span> rawaudio <span class="at">-</span></span></code></pre></div>
<p>(Don’t forget the last <code>-</code> as it makes mplayer read from
<code>stdin</code>.)</p>
<h4 id="convert-mod-file-to-raw-44.1khz-stereo-audio-file">Convert MOD file to raw 44.1kHz stereo audio file</h4>
<div class="sourceCode" id="cb10"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb10-1"><a href="#cb10-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span> mad_world.mod <span class="op">&gt;</span> audio_file.raw</span></code></pre></div>
<h4 id="listen-to-the-mod-file-streaming-to-mplayer">Listen to the MOD file (streaming to mplayer)</h4>
<div class="sourceCode" id="cb11"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb11-1"><a href="#cb11-1" aria-hidden="true" tabindex="-1"></a><span class="ex">./vik</span> randowan.mod <span class="kw">|</span> <span class="ex">mplayer</span> <span class="at">-demuxer</span> rawaudio <span class="at">-</span></span></code></pre></div>
<p>(Don’t forget the last <code>-</code> as it makes mplayer read from <code>stdin</code>.)</p>
<h3 id="obfuscation">Obfuscation</h3>
<p>The IOCCC rules did not put a limit on the entropy of the source
code, and it appears that the general entropy rules don’t apply. An
estimate is that the code density entropy of this entry is
<code>~1.2</code> which means that there are around 2500 characters of
code carrying information, yet there are only 2037 IOCCC characters of
actual code. Most of the additional characters are encoded with
non-counting characters in the frequency table. But there are also
<code>~50</code> or so white space characters spread out through the
source code that carry information.</p>
<p>The use of macros certainly adds to the obfuscation but the reason
for using them is mainly to fit as many features as possible within the
size limits. So please excuse the use of them.</p>
<p>Once the preprocessor is run, the code gets more interesting. The MOD
player is basically a register based <a
href="https://en.wikipedia.org/wiki/Finite-state_machine">state
machine</a> and all the <a
href="https://en.wikipedia.org/wiki/Magic_(programming)#Variants">magic</a>
is hidden in a fog of short statements. Many of the register updates are
conditional and the program uses the <code>?:</code> operator (sigh)
mainly to save space, but also to leverage the comma operator and
precedence more efficiently.</p>
<p>The IOCCC rules did not put a limit on the entropy of the source code,
and it appears that the general entropy rules don’t apply. An estimate
is that the code density entropy of this entry is <code>~1.2</code> which means that
there are around 2500 characters of code carrying information, yet there
are only 2037 IOCCC characters of actual code. Most of the additional
characters are encoded with non-counting characters in the frequency
table. But there are also <code>~50</code> or so white space characters spread out
through the source code that carry information.</p>
<p>The use of macros certainly adds to the obfuscation but the reason for
using them is mainly to fit as many features as possible within the size
limits. So please excuse the use of them.</p>
<p>Once the preprocessor is run, the code gets more interesting. The MOD player is
basically a register based <a href="https://en.wikipedia.org/wiki/Finite-state_machine">state
machine</a> and all the
<a href="https://en.wikipedia.org/wiki/Magic_(programming)#Variants">magic</a> is hidden in a fog of short statements. Many of the register updates
are conditional and the program uses the <code>?:</code> operator (sigh) mainly to save
space, but also to leverage the comma operator and precedence more efficiently.</p>
<h3 id="portability">Portability</h3>
<p>The program is portable to most platforms. The only system dependency
is that the program relies on writing binary data to
<code>stdout</code>.</p>
<p>Microsoft compilers adds a carriage return to newlines, and to
compile the program with this platform, the following line can be added
after the main declaration in order for the program to run
correctly:</p>
<p>The program is portable to most platforms. The only system dependency is
that the program relies on writing binary data to <code>stdout</code>.</p>
<p>Microsoft compilers adds a carriage return to newlines, and to compile
the program with this platform, the following line can be added after
the main declaration in order for the program to run correctly:</p>
<div class="sourceCode" id="cb12"><pre class="sourceCode c"><code class="sourceCode c"><span id="cb12-1"><a href="#cb12-1" aria-hidden="true" tabindex="-1"></a>_setmode<span class="op">(</span>_fileno<span class="op">(</span>stdout<span class="op">),</span> <span class="bn">0x8000</span><span class="op">);</span></span></code></pre></div>
<p>NOTE: this is what the <a href="#alternate-code">alternate
version</a> is for.</p>
<p>NOTE: this is what the <a href="#alternate-code">alternate version</a> is for.</p>
<h3 id="limitations">Limitations</h3>
<p>The program only runs when a valid MOD file is passed as argument. If
no argument is passed, the program crashes.</p>
<h2 id="copyright-and-cc-by-sa-4.0-license">Copyright and CC BY-SA 4.0
License:</h2>
<p>This file is Copyright (c) 2023 by Landon Curt Noll. All Rights
Reserved. You are free to share and adapt this file under the terms of
this license:</p>
<h2 id="copyright-and-cc-by-sa-4.0-license">Copyright and CC BY-SA 4.0 License:</h2>
<p>This file is Copyright (c) 2023 by Landon Curt Noll. All Rights Reserved.
You are free to share and adapt this file under the terms of this license:</p>
<pre><code>Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)</code></pre>
<p>For more information, see:
https://creativecommons.org/licenses/by-sa/4.0/</p>
<p>For more information, see: https://creativecommons.org/licenses/by-sa/4.0/</p>
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<h1 id="inventory-for-2011vik"><a name="inventory"></a>Inventory for
2011/vik</h1>
<h1 id="inventory-for-2011vik"><a name="inventory"></a>Inventory for 2011/vik</h1>
<p><a href="#top">Jump to top</a></p>
<h2 id="primary-files">Primary files</h2>
<ul>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/vik.c">vik.c</a>
- entry source</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/Makefile">Makefile</a>
- entry Makefile</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/vik.alt.c">vik.alt.c</a>
- alternative source</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/vik.orig.c">vik.orig.c</a>
- original source</li>
<li><a href="mad_world.mod">mad_world.mod</a> - 4-channel Protracker
module sound data</li>
<li><a href="randowan.mod">randowan.mod</a> - 4-channel Protracker
module sound data</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/raw2wav">raw2wav</a>
- convert raw format to wav format</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/try.sh">try.sh</a>
- how to run</li>
<li><a href="2011_vik.tar.bz2">2011_vik.tar.bz2</a> - download entry
source</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/vik.c">vik.c</a> - entry source</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/Makefile">Makefile</a> - entry Makefile</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/vik.alt.c">vik.alt.c</a> - alternative source</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/vik.orig.c">vik.orig.c</a> - original source</li>
<li><a href="mad_world.mod">mad_world.mod</a> - 4-channel Protracker module sound data</li>
<li><a href="randowan.mod">randowan.mod</a> - 4-channel Protracker module sound data</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/raw2wav">raw2wav</a> - convert raw format to wav format</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/try.sh">try.sh</a> - how to run</li>
<li><a href="2011_vik.tar.bz2">2011_vik.tar.bz2</a> - download entry source</li>
</ul>
<h2 id="secondary-files">Secondary files</h2>
<ul>
<li><a href="index.html">index.html</a> - entry home page</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/.entry.json">.entry.json</a>
- description of entry in JSON</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/.gitignore">.gitignore</a>
- list of files that should not be committed under git</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/.entry.json">.entry.json</a> - description of entry in JSON</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/.gitignore">.gitignore</a> - list of files that should not be committed under git</li>
<li><a href=".path">.path</a> - directory path from top directory</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/README.md">README.md</a>
- markdown source for index.html</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2011/vik/README.md">README.md</a> - markdown source for index.html</li>
</ul>
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