# A suggested notation for Proton

## A description of the tiles

Starting with the topmost edge of the tile and going clockwise, number the edges as eight, four, two and one. Count each edge if a white segment terminates on that edge, then convert the total to a hexadecimal number. For hexadecimal values that are represented by letters an upper case letter should be used to describe tiles. Thus a tile with a vertical white line and a horizontal red line would be counted as eight and two for a total of ten; which would be represented as an A (10 in hexadecimal).

## Special cases

There are three special cases that need to be described; the goal tiles, the stopper tile and the space. For the goal tile a value of fifteen is used, which is represented by an F (15 in hexadecimal). For the stopper tile a value of thirteen is used, which is represented by a D (13 in hexadecimal). For the space a value of zero is used.

## Describing the playfield

A playfield is represented by the sixteen hexadecimal digits that describe the tiles from left to right and top to bottom. They can either be shown as four groups of four hexadecimal digits (e.g. 6FF3 A069 ADC3 C559) a column of four, four hexadecimal digit numbers: