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<body> | ||
<h1 id="the-maz-file-format">The MAZ File Format</h1> | ||
<p>This Git repository contains several pieces of code that read and write to <code>MAZ</code> files, associated | ||
with the <code>.maz</code> file extension. This document aims to give motivation for the <code>MAZ</code> file | ||
format, describe its structure, and provide a starting point to implementers of <code>MAZ</code> serialization | ||
and deserialization code.</p> | ||
<h2 id="background">Background</h2> | ||
<p>Maze generation is a <a | ||
href="https://weblog.jamisbuck.org/2010/12/27/maze-generation-recursive-backtracking">favourite pastime of | ||
many programmers</a>. The author of this document, one <span class="nokko-gradient">nokko</span>, | ||
has cultivated a particular fascination with maze-generating, | ||
-analyzing, and -solving programs. Though many styles of mazes can be | ||
generated algorithmically, let us consider two-dimensional, | ||
“rectangular” mazes.</p> | ||
<p>A rectangular maze can be drawn on graph paper. It has a width and a height, call them <code>w</code> and | ||
<code>h</code>. There are <code>w * h</code> cells in a rectangular maze. Each cell has 4 bits of data | ||
associated with it: the <code>N</code>, <code>E</code>, <code>S</code>, and <code>W</code> bits. The bits | ||
correspond to the cardinal directions: North, East, South, and West. | ||
<sup><a href="#footnote_cardinal" ref="ref_cardinal">[2]</a></sup> | ||
</p> | ||
<p>Each bit with a value of <code>1</code> represents a path between a cell and its neighbour. Accordingly, a bit | ||
with value <code>0</code> represents a wall. In this document, when referring to a cell with value | ||
<code>0b0110</code>, we mean a cell with the <code>E</code> and <code>S</code> bits set to <code>1</code>, and | ||
the <code>N</code> and <code>W</code> bits set to <code>0</code>. The order of the bits, <code>NESW</code> is | ||
arbitrary. | ||
</p> | ||
<section class="footnotes"> | ||
<p id="footnote_cardinal"> | ||
<a href="#ref_cardinal">[2]</a> | ||
Or the <code>U</code>, <code>R</code>,<code>D</code>, and <code>L</code> bits, if you aren't | ||
cartographically inclined. | ||
</p> | ||
<hr> | ||
<p > | ||
Equivalently, a more mathematically-inclined reader may consider a graph | ||
where each vertex has at least 2 and at most 4 connections as the | ||
“stone” into which a maze is carved – a <a | ||
href="https://en.wikipedia.org/wiki/Lattice_graph#Square_grid_graph">square grid graph</a>. | ||
</p> | ||
<p > | ||
So, a maze carved into the stone is just a subset of the graph's edges. I | ||
mean, most subsets are probably pretty bad mazes, but you can call them | ||
mazes, and, more importantly, represent them in <code>MAZ</code> format. | ||
</p> | ||
<p > | ||
Then, a “perfect” maze is a <a href="https://en.wikipedia.org/wiki/Spanning_tree">spanning tree</a> | ||
of such a graph, where there is a path from each vertex to each other | ||
vertex. All maze-generating algorithms that produce perfect mazes, | ||
really produce spanning trees. Ain’t that neat. | ||
</p> | ||
</section> | ||
<figure class="two-column"> | ||
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<figcaption> | ||
<p> | ||
Left: A maze with <code>w=3, h=3</code>. All cell values are <code>0b0000</code>. | ||
Each cell is displayed with 9 characters – A more compact ASCII display | ||
is possible, but will not reproduce all of the detail in an imperfect | ||
maze, because it assumes the neighbours' bits are consistent with each | ||
other. | ||
</p> | ||
<p> | ||
Right: The same maze, but all cell values are <code>0b1111</code>. | ||
This is an invalid maze for most purposes, since there are connections | ||
leading out of bounds. | ||
</p> | ||
</figcaption> | ||
<pre> | ||
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</pre> | ||
<pre> | ||
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</pr > | ||
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</figure> | ||
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<h2 id="a-simple-approach">A Simple Approach</h2> | ||
<p>A generally good strategy for storing maze data <em>as it is being generated</em> (though not | ||
the only viable strategy, especially for <a | ||
href="https://weblog.jamisbuck.org/2010/12/29/maze-generation-eller-s-algorithm">certain algorithms</a> with | ||
reduced memory requirements,) is to use a simple two-dimensional array of bytes. | ||
</p> | ||
<p>Then, to carve a path between a cell at array index <code>current</code> in the two-dimensional array | ||
<code>m</code>, and its southern neighbour: | ||
</p> | ||
<ol> | ||
<li>Set the <code>S</code> bit on <code>m[current]</code>.</li> | ||
<li>Set the <code>N</code> bit on <code>m[w + current]</code>.</li> | ||
</ol> | ||
<p>For programmer convenience, the direction bits <code>NESW</code> are often put into integer constants:</p> | ||
<pre><code class="lang-c">const char N = <span class="hljs-number">8</span> // <span class="hljs-number">0b1000</span> | ||
const char E = <span class="hljs-number">4</span> // <span class="hljs-number">0b0100</span> | ||
const char S = <span class="hljs-number">2</span> // <span class="hljs-number">0b0010</span> | ||
const char W = <span class="hljs-number">1</span> // <span class="hljs-number">0b0001</span> | ||
</code></pre> | ||
<p>And are composed with bitwise operators:</p> | ||
<pre><code class="lang-c">void carve_south(<span class="hljs-built_in">char</span> *<span class="hljs-built_in">cell</span>, struct maze m) { | ||
*<span class="hljs-built_in">cell</span> |= S; | ||
*(<span class="hljs-built_in">cell</span> + m.w) |= <span class="hljs-built_in">N</span>; | ||
} | ||
</code></pre> | ||
<section class="footnotes" | ||
style="font-size:smaller; background-color: rgba(0,0,0,0.2); padding-top: 0.1rem; padding-bottom: 0.1rem;"> | ||
<p > | ||
The above code is a C implementation of the “carve south” procedure | ||
described in pseudocode a couple of paragraphs ago. It uses pointers, | ||
but you could write a version that works with indices instead. | ||
</p> | ||
</section> | ||
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<p>Likewise, the bitwise AND operator can be used to check whether a given cell has an opening in a given direction: | ||
</p> | ||
<pre><code class="lang-c"><span class="hljs-function"><span class="hljs-keyword">bool</span> <span class="hljs-title">goes_south</span><span class="hljs-params">(<span class="hljs-keyword">char</span> *cell)</span> </span>{ | ||
<span class="hljs-keyword">return</span> (*cell & S) != <span class="hljs-number">0</span>; | ||
} | ||
</code></pre> | ||
<p>Note that earlier we said that we would store the maze in an array of | ||
bytes as it was being generated, and indeed, the above code uses the <code>char</code> | ||
datatype (8 bits on most machines) to refer to the values of cells in | ||
the maze. But we only make use of the lower 4 bits of this <code>char</code>, because we'll never write a value | ||
greater than <code>0b00001111</code> into the maze!</p> | ||
<h2 id="motivation">Motivation</h2> | ||
<p>In short: I wanted to create my own bitmap file format, specifically for storing maze data.</p> | ||
<p>Like many bitmap formats, it should have a few header bytes that | ||
clarify what dimensions the maze should take. At its most basic, it's | ||
more or less equivalent to a bit-depth 4 uncompressed bitmap.</p> | ||
<p>It also supports including auxiliary data, for example: Comments, | ||
annotations with associated bounding boxes, information about the | ||
generation method and the author's name, as well as labelled blobs of | ||
data containing information about each cell. (Colours, IDs, etc.)</p> | ||
<section class="footnotes"> | ||
<figure class="two-column"> | ||
<figcaption> | ||
Maze data can also be represented as a sort of LOGO-style program: | ||
</figcaption> | ||
<pre>#################################### | ||
#---------------------------------+# | ||
##################################|# | ||
##################################|# | ||
#+--------------------------------+# | ||
#|################################## | ||
#|################################## | ||
#+--------------------------------o# | ||
#################################### | ||
</pre> | ||
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<pre> | ||
TO jshape | ||
fd 12 | ||
rt 90 | ||
fd 1 | ||
rt 90 | ||
END | ||
TO lshape | ||
fd 12 | ||
lt 90 | ||
fd 1 | ||
lt 90 | ||
END | ||
rt 90 | ||
jshape | ||
lshape | ||
jshape | ||
lshape | ||
</pre> | ||
</figure> | ||
<p > | ||
I suspect that for some mazes, naïvely compressing the bitmap | ||
representation will be a lot less effective than compressing the | ||
procedural-program-style version. (Ones with lots of regular squiggles | ||
and straight lines?) So, another motivation is to test this theory, and | ||
if it bears fruit, support more compressable mazes! | ||
</p> | ||
</section> | ||
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<p>As already discussed, while generating mazes, it's convenient to not | ||
care too much about memory usage – it's okay to use a whole byte when a | ||
nibble would do. But if we want to store the generated maze for later | ||
display/analysis/critique/etc., it seems that emitting a whole byte for | ||
each cell is very wasteful – a 50x50 maze <em>could</em> be represented in 1,250 bytes, but just dumping it out | ||
of memory would produce 2,500.</p> | ||
<p>At time of writing, (this document is being written concurrently with | ||
the implementation of the first version of serialization and | ||
deserialization code for the <code>MAZ</code> format,) the author has written 5 implementations of one <a | ||
href="https://weblog.jamisbuck.org/2010/12/27/maze-generation-recursive-backtracking">“Recursive | ||
Backtracker”</a> algorithm for maze generation, across 3 different languages.</p> | ||
<p>I also expect to write more maze-related utilities, for example | ||
structure analyzers and solvers, that don't generate their own mazes but | ||
must instead read them from an input file – so I need a file <em>format</em>, so why not make my own.</p> | ||
<h2 id="maz-version-1-spec"><span class="nokko-gradient">MAZ</span> Version 1 Spec</h2> | ||
<h3 id="file-header">File Header</h3> | ||
<p>All <code>MAZ</code>-format files start with some header bytes:</p> | ||
<pre><code class="lang-hex">e4 e5 <span class="hljs-number">6</span>d <span class="hljs-number">61</span> <span class="hljs-number">7</span>a <span class="hljs-number">65</span> <span class="hljs-number">3</span>c <span class="hljs-number">33</span> | ||
</code></pre> | ||
<section class="footnotes" | ||
style="font-size:smaller; background-color: rgba(0,0,0,0.2); padding-top: 0.1rem; padding-bottom: 0.1rem;"> | ||
<p > | ||
This spells <code>"\xe4\xe5\maze<3"</code>. | ||
</p> | ||
</section> | ||
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<p>The header contains intentionally-blank padding of 16 bytes:</p> | ||
<pre><code><span class="hljs-symbol">00 </span><span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">00</span> | ||
<span class="hljs-symbol">00 </span><span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">00</span> | ||
</code></pre> | ||
<p>This is meant to be filled with more useful stuff further down the line – version and extension information.</p> | ||
<p>The next 8 bytes are the <code>width</code> and <code>height</code> fields – 32-bit unsigned integers.</p> | ||
<pre><code><span class="hljs-symbol">00 </span><span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">05</span> <span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">00</span> <span class="hljs-number">05</span> | ||
</code></pre> | ||
<h3 id="packed-data">Packed Data</h3> | ||
<p>The next chunk contains the actual maze data. It begins with a single | ||
byte defining the packing method – at present the only defined method | ||
is Simple Raw Packing. In the future the LOGO-style method mentioned | ||
above, and compression techniques like Run Length Encoding may be | ||
supported. A value of <code>ff</code> indicates that this isn't a packed data chunk - this is a reserved value | ||
for extensions to the format.</p> | ||
<pre><code><span class="hljs-code">+======+</span>====================+ | ||
<span class="hljs-section">| Byte | Packing Method | | ||
+======+====================+</span> | ||
<span class="hljs-section">| 00 | Simple Raw Packing | | ||
+------+--------------------+</span> | ||
<span class="hljs-section">| ff | (Reserved) | | ||
+------+--------------------+</span> | ||
</code></pre> | ||
<p>The following <code>ceil((width * height) / 2)</code> | ||
bytes are the packed representation of the maze data. When | ||
reconstituting the packed data into a byte-array, a deserializer would | ||
consume a byte, write the high nibble to the array, move to the next | ||
location in the array, then, write the low nibble into the array.</p> | ||
<p>In a maze with an odd number of cells, the last nibble in the packed data section should be set to | ||
<code>0000</code>. | ||
</p> | ||
<h2 id="reference-implementation">Reference Implementation</h2> | ||
<p>See <code>export.c</code> and <code>import.c</code> in this repository.</p> | ||
<footer></footer> | ||
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