build index.html for all winners

Updated manifest as per recent file changes.

Updated winner `.winner.json` to reflect the manifest changes.

Added [bin/all_run.sh](bin/all_run.sh) tool to run a command over
all winning entries.

These tools had slight improvements in the help usage message:

* bin/gen-author.sh VERSION="1.3.1 2024-01-16"
* bin/gen-inventory.sh VERSION="1.0.1 2024-01-16"
* bin/pandoc_wrapper.sh VERSION="1.3.1 2024-01-16"
* bin/subst.default.sh VERSION="1.1.1 2024-01-16"
* bin/subst.winner-index.sh VERSION="1.1.1 2024-01-16"

The `bin/readme2index.sh` tool was improved so that
if the `index.html` file exists and the tool forms
the exact same content, then the file `index.html`
file is NOT touched.

* bin/readme2index.sh VERSION="1.1 2024-01-16"

We used the following command to generate `index.html` files
for all winning entries:

```sh
bin/all_run.sh -v 3 bin/readme2index.sh
```

NOTE: We have not (yet) built HTML files above the winner directory
level (e.g., no year level nor top level HTML), nor have be built
non-index HTML files for winners.

NOTE: By default we are running `pandoc(1)` with:

```
--fail-if-warnings=true
```

This means that any problems with markdown to HTML
generates an error.  This is done to be sure that
the HTML conversion is clean.

We had to fix the following `README.md` files:

* `2000/rince/README.md`

The reference [^2] was never used.  We made a guess that [^2] applies
to the same spot as [^1].  Perhaps there is a better spot where
[^2] applies?

NOTE: For every reference, there MUST be some place where that
reference is used.

* 2012/vik/README.md

The string "$...$" is assumed to be a TeX encoded string.

NOTE: Every "$..$" needs to be backslashed as in "\$..\$".

* 2018/burton1/README.md

The reference [2] was duplicated.  We changed the
second [2] to [3].

NOTE: Every reference needs to have a unique number.

* 2020/carlini/README.md

The string "$...$" is assumed to be a TeX encoded string.

NOTE: Every "$..$" needs to be backslashed as in "\$..\$".

We also found 2 errors in the `author/author_handle.json` file set:

* author/Anonymous_2001.json

The `author/Anonymous_2001.json` file was missing.

* author/Jari_Arkko.json

The winner ID for `1989_jar.1` had a typo.
This commit is contained in:
Landon Curt Noll committed 2024-01-17 00:32:39 -08:00
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<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<!-- START: two lines up starts content from: inc/top.default.html -->
<!-- -->
<!-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -->
<!-- !!! DO NOT MODIFY THIS FILE - This file is generated by a tool !!! -->
@@ -6,27 +8,459 @@
<!-- !!! DO NOT MODIFY THIS FILE - This file is generated by a tool !!! -->
<!-- !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -->
<!-- -->
<!-- file: 2014/maffiodo1/index.html created by: fake.gen_index.sh version: 1.0.5 2023-10-31 -->
<html lang="en">
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<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>2014 maffiodo1</title>
<meta name="description" content="IOCCC year: 2014 IOCCC winner: maffiodo1 winner index page">
<meta name="keywords" content="IOCCC,2014,maffiodo1,winner index page">
<link rel="stylesheet" href="/temp-test-ioccc/ioccc.css">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>2014/maffiodo1</title>
<meta name="description" content="2014 IOCCC winner maffiodo1">
<meta name="keywords" content="IOCCC, 2014, IOCCC 2014, IOCCC winner, maffiodo1">
</head>
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<body>
<h1>2014 maffiodo1</h1>
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<p>XXX - fake content until readme2index is working - XXX</p>
<div class="header">
<img src="/temp-test-ioccc/png/ioccc.png" alt="IOCCC image by Matt Zucker" width=300 height=110>
<h1>The International Obfuscated C Code Contest</h1>
<h2>2014/maffiodo1</h2>
</div>
<hr style="width:50%;text-align:left;margin-left:0">
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<!-- Start Nu Html Checker -->
<p><a href="https://validator.w3.org/nu/?doc=https%3A%2F%2Fioccc-src.github.io%2Ftemp-test-ioccc%2F2014%2Fmaffiodo1%2Findex.html">Nu Html check https://ioccc-src.github.io/temp-test-ioccc/2014/maffiodo1/index.html</a></p>
<!-- End Nu Html Checker -->
<div class="topnav">
<a class="Left" href="../endoh2/index.html">&larr; endoh2</a>
<a class="Left" href="../index.html">&uarr; 2014 &uarr;</a>
<a class="Left" href="../maffiodo2/index.html">maffiodo2 &rarr;</a>
<a class="Right" href="#inventory">Inventory</a>
</div>
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<div class="row">
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<div class="leftcolumn">
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<div class="sidenav">
<a href="#content">Jump to contents</a>
</div>
<hr>
<div class="sidenav">
<a href="/temp-test-ioccc/index.html">IOCCC Home</a>
<a href="/temp-test-ioccc/years.html">Winning Entries</a>
<a href="/temp-test-ioccc/winners.html">People who have won</a>
</div>
<hr>
<div class="sidenav">
<a href="/temp-test-ioccc/news.html">IOCCC News</a>
<a href="/temp-test-ioccc/faq.html#submit">How to enter the IOCCC</a>
<a href="/temp-test-ioccc/faq.html">FAQ</a>
</div>
<hr>
<div class="sidenav">
<a href="/temp-test-ioccc/bugs.html">Bugs &amp; (mis)features</a>
<a href="/temp-test-ioccc/faq.html#fix_a_winner">Fixing IOCCC winners</a>
<a href="/temp-test-ioccc/faq.html#fix_web_site">Fixing the web site</a>
<a href="/temp-test-ioccc/faq.html#fix_author">Fixing winner info</a>
<a href="/temp-test-ioccc/thanks-for-help.html">Thanks for the help</a>
</div>
<hr>
<div class="sidenav">
<a href="/temp-test-ioccc/judges.html">The IOCCC Judges</a>
<a href="/temp-test-ioccc/contact.html">Contacting the IOCCC</a>
</div>
<hr>
<div class="sidenav">
<a href="#top">Jump to top</a>
</div>
<!-- END: this line ends content from: inc/sidenav.default.html -->
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</div>
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<div class="rightcolumn">
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<a name="content"></a>
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<!-- START: this line starts content generated by: bin/gen-author.sh -->
<p><a name="author"><strong>Author:</strong></a> <br><br>Name: <a
href="/temp-test-ioccc/winners.html#Sandro_Maffiodo">Sandro
Maffiodo</a><br> Location: <a
href="/temp-test-ioccc/location.html#IT">IT</a></p>
<!-- END: next line ends content generated by: bin/gen-author.sh -->
<h2 id="to-build">To build:</h2>
<p>This entry requires SDL to be installed. See <a
href="/faq.md#faq3_8">FAQ 3.8</a> if you don’t know how to do this for
your system.</p>
<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>
<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.md#2014-maffiodo1">2014 maffiodo1 in bugs.md</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="fu">cat</span> game.level <span class="kw">|</span> <span class="ex">./prog</span> 320 200 800 300 128 144 game.rgba game.wav 10343679</span></code></pre></div>
<p>The parameters to the program are:</p>
<ol type="1">
<li>Window width.</li>
<li>Window height.</li>
<li>Level width.</li>
<li>Level height.</li>
<li>Sprites image width.</li>
<li>Sprites image height.</li>
<li>Filename of the sprites image (raw RGBA image).</li>
<li>Filename of the music (WAVE 8000 Hz 8bit Mono).</li>
<li>Sky color. This number depends on the system where you run the
program. See note on macOS.</li>
</ol>
<h2 id="try">Try:</h2>
<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">./giana.sh</span></span>
<span id="cb4-2"><a href="#cb4-2" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb4-3"><a href="#cb4-3" aria-hidden="true" tabindex="-1"></a><span class="ex">./mario.sh</span></span></code></pre></div>
<p>If you end up telnetting to the server (feature of <a
href="mario.sh">mario.sh</a>) you can try:</p>
<pre><code>ls # show files including games
wumpus.bas # play Hunt the Wumpus
advent.gam # you know what this is! :-)
starwars # animated Star Wars &#39;film&#39;</code></pre>
<p>If you wish to change the width and height, defaulting at 640 x 480,
say to 800 x 800, try:</p>
<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="va">ROWS</span><span class="op">=</span>800 <span class="va">COLS</span><span class="op">=</span>800 <span class="ex">./mario.sh</span></span>
<span id="cb6-2"><a href="#cb6-2" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb6-3"><a href="#cb6-3" aria-hidden="true" tabindex="-1"></a><span class="va">ROWS</span><span class="op">=</span>800 <span class="va">COLS</span><span class="op">=</span>800 <span class="ex">./giana.sh</span></span></code></pre></div>
<h2 id="judges-remarks">Judges’ remarks:</h2>
<p>A classic for a particular generation. Like all good programs, being
data driven means you can do fun things in small spaces.</p>
<p>NOTE: the author states to use <code>tabsize=4</code> to see the
magic of the formatting of the code. In <code>vim</code> you can do:</p>
<pre><code>:set tabstop=4</code></pre>
<p>in command mode to see this effect. You don’t need to modify your
<code>.vimrc</code> file! You can also use <code>expand</code> as
described below by the author if your terminal has enough rows and you
don’t want to move about in the code. The vim command should immediately
take effect.</p>
<h2 id="authors-remarks">Author’s remarks:</h2>
<h3 id="remarks">Remarks</h3>
<p>Use <code>tabsize=4</code> to see the magic.</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">expand</span> <span class="at">-t</span> 4 prog.c</span></code></pre></div>
<p>The program returns 0 if the player wins or <em>non-zero</em> if the
player loses so you can test it and make something useful (or not), like
this:</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">cat</span> mario.level <span class="kw">|</span> <span class="ex">./prog</span> 320 200 800 300 128 144 mario.rgba mario8.wav 10343679 <span class="kw">&amp;&amp;</span> <span class="ex">telnet</span> telehack.com 23</span></code></pre></div>
<p>and type in: <code>starwars</code></p>
<p>This is an engine for <a
href="https://en.wikipedia.org/wiki/Platform_game">platform game</a>. It
can be used to create games like the legendary <a
href="http://en.wikipedia.org/wiki/Super_Mario_Bros.">Super Mario
Bros</a>.</p>
<p>With this simple and clear source code you can create all the games
you want, for free!</p>
<p>In my two tests I tried to create one level of <a
href="http://en.wikipedia.org/wiki/Super_Mario_Bros.">Super Mario
Bros</a> and one of <a
href="http://en.wikipedia.org/wiki/The_Great_Giana_Sisters">The Great
Giana Sisters</a>.</p>
<p>Both games are classic <a
href="https://en.wikipedia.org/wiki/Platform_game">platform games</a>
and both share the same fundamental rules:</p>
<ul>
<li><p>There is a character.</p></li>
<li><p>There are power-ups that can change the look of the character
and/or give the character more or different powers or
abilities!</p></li>
<li><p>There are walls, floors and ceilings. The character can move and
jump over these type of obstacles but cannot walk through them.</p></li>
<li><p>There are enemies and if the character collides with an enemy,
the character dies or loses its powers.</p></li>
</ul>
<h3 id="running-under-macos">Running under macOS</h3>
<p>[NOTE: this seems to no longer be the case as of 2023 and most likely
much earlier. However one can change the look of the game doing this
anyway:]</p>
<p>The color of the sky is wrong on macOS. You need to flip some bytes
from the last parameter of the program:</p>
<ul>
<li><p>MARIO LAST PARAMETER: <code>4292124159</code></p></li>
<li><p>GIANA LAST PARAMETER: <code>3243070463</code></p></li>
</ul>
<h3 id="regarding-how-to-compile">Regarding how to compile</h3>
<p>The code requires <code>SDL1</code>.</p>
<p>The build process will generate some warnings (~60 with clang)
about:</p>
<ul>
<li><code>incompatible pointer types</code>: because all pointers are
declared to <code>int</code> or <code>char</code>, to save bytes.</li>
<li><code>type specifier missing, defaults to 'int'</code>: because I
need to save bytes.</li>
<li><code>using the result of an assignment as a condition without parentheses</code>:
because <code>while(c=getchar())</code> is not evil.</li>
</ul>
<h3 id="how-it-works">How it works</h3>
<h2 id="parameters">Parameters</h2>
<ol type="1">
<li>Window width.</li>
<li>Window height.</li>
<li>Level width.</li>
<li>Level height.</li>
<li>Sprites image width.</li>
<li>Sprites image height.</li>
<li>Filename of the sprites image (raw RGBA image).</li>
<li>Filename of the music (WAVE 8000 Hz 8bit Mono).</li>
<li>Sky color. This number depends on the system where you run the
program. See note on macOS.</li>
</ol>
<h2 id="sprites">Sprites</h2>
<p>The program read a single image that contains all the game sprites.
The image must be a grid of 8xN sprites. The size of a single sprite
must be square. The program calculates the size in this way:</p>
<pre><code>sprite_size = image_width / 8</code></pre>
<p>Each sprite is identified by its position inside the grid, counting
line by line, from left to right (for example sprite 0 is the top left
sprite in the grid, sprite 8 is the first sprite of the second row of
the grid etc.).</p>
<p>Some positions of the grid have a predefined purpose:</p>
<pre><code>Position | Description
:-----------------|:--------------
0 | Player standing right
1 | Player walking right frame 0
2 | Player walking right frame 1
3 | Player jumping right
4 | Player standing left
5 | Player walking left frame 0
6 | Player walking left frame 1
7 | Player jumping left
8 *(second row)* | Super player standing right
9 | Super player walking right frame 0
10 | Super player walking right frame 1
11 | Super player jumping right
12 | Super player standing left
13 | Super player walking left frame 0
14 | Super player walking left frame 1
15 | Super player jumping left
24 | Player dead
32 | Player won
40 | Super player won</code></pre>
<p>All the others sprites can be used as you want, depending on the game
you want to create.</p>
<h2 id="levels">Levels</h2>
<p>The program reads the level description from <code>stdin</code>.</p>
<p>The level description is a sequence of rows where each row describe
an object. You can input as many objects as you want but the maximum
number of objects handled by the program is 333. You can modify this
value by editing the source here:</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>C<span class="op">[</span><span class="dv">333</span><span class="op">*</span><span class="dv">7</span><span class="op">],</span>d<span class="op">=</span><span class="dv">333</span><span class="op">;</span></span></code></pre></div>
<p>Each row has six columns:</p>
<ol type="1">
<li><code>Screen X</code> : <code>x</code> position of the object in the
level.</li>
<li><code>Screen Y</code> : <code>y</code> position of the object in the
level.</li>
<li><code>Sprite</code> : <code>id</code> of the sprite to be used for
the object.</li>
<li><code>CLASSFLAGS</code> : a bitmask that describe how the object
behaves.</li>
<li><code>CLASSPARAM0</code>: a parameter that depends on
<code>CLASSFLAGS</code>.</li>
<li><code>CLASSPARAM1</code>: a parameter that depends on
<code>CLASSFLAGS</code>.</li>
</ol>
<p><code>CLASSFLAGS</code> must be a combination (bitwise OR) of some of
these constants:</p>
<ul>
<li><p><code>ENEMY</code> (<code>1</code>)</p>
<pre><code> An enemy. CLASSPARAM0 can be 0 if the enemies don&#39;t move, 1 if the
initial move direction is right, -1 if that direction is left. All
enemies that walk will change their direction after 20 steps. The
sprite of an enemy must have 2 other adjacent sprites: SPRITE-1,
used when the enemy dies, and SPRITE+1, used when it moves.</code></pre></li>
<li><p><code>BLOCK</code> (<code>2</code>)</p>
<pre><code> A wall. Player can walk over the object but can not pass through it.</code></pre></li>
<li><p><code>OBJECT BLOCK</code> (<code>4</code>)</p>
<pre><code> When the player hits the object from below, a new object is created.
CLASSFLAGS of the new object is defined in CLASSPARAM0. The sprite
used for the new object is defined in CLASSPARAM1. The sprite of the
new object must have an adjacent sprite: SPRITE+1, used when the
block is hit.</code></pre></li>
<li><p><code>POWERUP</code> (<code>8</code>)</p>
<pre><code> This is a power-up like the classic Mario mushroom. When the
character hits the power-up object, the character becomes the Super
character. If CLASSFLAGS has the bit ZOOM, the character height will
be doubled. The Super character can hit the enemies without dying,
but when this happens, the Super character goes back to being
normal.</code></pre></li>
<li><p><code>END</code> (<code>16</code>)</p>
<pre><code> When the player hits this object the level ends; the player wins.</code></pre></li>
<li><p><code>ZOOM</code> (<code>32</code>)</p>
<pre><code> This flag can be used with POWERUP to indicate a power-up that
will double the size of the player (like the Mario mushroom).</code></pre></li>
<li><p><code>DESTROY</code> (<code>64</code>)</p>
<pre><code> When the player hits the object (e.g. the classic Mario coin) the
object disappears but the engine does not count the points, so,
from the player point of view, this object is useless.</code></pre></li>
<li><p><code>DESTROYUP</code> (<code>128</code>)</p>
<pre><code> This object is like a BLOCK but when the player hits the object
from below, the object disappears.</code></pre></li>
</ul>
<p>If <code>CLASSFLAGS</code> is <code>0</code> the object only has an
aesthetic function.</p>
<p>The last row of the level descriptor must have all its columns set
equal to <code>-1</code>.</p>
<h3 id="limitations">Limitations</h3>
<p>Some classical features are missing: throwing objects, shooting,
multiple lives, score tracking. You can add those features if you
want!</p>
<p>The program allows only one level. It’s easy to add a menu and
multiple levels but the size of the engine would too big for the
contest.</p>
<p>When the <code>Super character</code> becomes bigger
(<code>ZOOM</code> flag), the character can collide with blocks and get
stuck inside them. This is a KNOWN BUG. When your player become bigger,
stay away from blocks!</p>
<p>There’s only one audio track (game effects are missing).</p>
<h3 id="credits">Credits</h3>
<p>Some of the sprites used in the examples are identical to those of
the original games; the others were designed by me.</p>
<p>The music used in the examples have been <a
href="https://en.wikipedia.org/wiki/Sample-rate_conversion">resampled</a>,
starting from the original versions for the <a
href="http://en.wikipedia.org/wiki/Amiga">Commodore Amiga</a> and <a
href="http://en.wikipedia.org/wiki/Nintendo_Entertainment_System">Nintendo
NES</a>.</p>
<p><a href="http://en.wikipedia.org/wiki/Super_Mario_Bros.">Super Mario
Bros</a> is a game created by <a
href="https://en.wikipedia.org/wiki/Nintendo">Nintendo Co., Ltd</a>. My
use of the <a
href="https://en.wikipedia.org/wiki/Sprite_(computer_graphics)">sprites</a>
does not intend to infringe the <a
href="https://en.wikipedia.org/wiki/Intellectual_property">intellectual
property</a> of Nintendo but only demonstrates the operation of the
program. From my point of view this is a tribute to the legendary game
<a href="http://en.wikipedia.org/wiki/Super_Mario_Bros.">Super Mario
Bros</a>!</p>
<p><a href="http://en.wikipedia.org/wiki/The_Great_Giana_Sisters">The
Great Giana Sisters</a> is the game created by <a
href="https://www.ign.com/games/producer/time-warp-productions">Time
Warp Productions</a> and my justification for the sprites for Mario are
the same for this game. Long live <a
href="http://en.wikipedia.org/wiki/The_Great_Giana_Sisters">The Great
Giana Sisters</a> !! :)</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>
<!-- START: this line starts content generated by: bin/gen-inventory.sh -->
<h1 id="inventory-for-2014maffiodo1"><a name="inventory"></a>Inventory
for 2014/maffiodo1</h1>
<h2 id="primary-files">Primary files</h2>
<ul>
<li><a href="index.html">index.html</a> - winner home page</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2014/maffiodo1/prog.c">prog.c</a>
- winning source</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2014/maffiodo1/Makefile">Makefile</a>
- winner Makefile</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2014/maffiodo1/prog.orig.c">prog.orig.c</a>
- original source</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2014/maffiodo1/giana.sh">giana.sh</a>
- demonstrate with The Great Giana Sisters</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2014/maffiodo1/mario.sh">mario.sh</a>
- demonstrate with Super Mario Brothers</li>
<li><a href="screenshot-giana.png">screenshot-giana.png</a> - gameplay
screenshot</li>
<li><a href="screenshot-mario.png">screenshot-mario.png</a> - gameplay
screenshot</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2014/maffiodo1/giana.level">giana.level</a>
- game level data</li>
<li><a href="giana8.wav">giana8.wav</a> - sound file for game</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2014/maffiodo1/mario.level">mario.level</a>
- game level data</li>
<li><a href="mario8.wav">mario8.wav</a> - sound file for game</li>
<li><a href="2014_maffiodo1.tar.bz2">2014_maffiodo1.tar.bz2</a> -
download winning source</li>
</ul>
<h2 id="secondary-files">Secondary files</h2>
<ul>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2014/maffiodo1/.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/2014/maffiodo1/.winner.json">.winner.json</a>
- description of winner in JSON</li>
<li><a
href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2014/maffiodo1/README.md">README.md</a>
- markdown source for index.html</li>
<li><a href="giana.rgba">giana.rgba</a> - raw RGBA image</li>
<li><a href="mario.rgba">mario.rgba</a> - raw RGBA image</li>
</ul>
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<h2>Coda</h2>
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