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Editing 40d:Tilesets

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{{Quality|Exceptional|06:30, 15 July 2010 (UTC)}}{{av}}
+
:''(For a chart with the default ASCII characters, see [[Character table]].)''
 
+
:''(For user-created tilesets, see [[Tileset repository]].)''  
:''(For a chart with the default ASCII characters, see [[Main:Character table|Character table]].)''
 
:''(For user-created tilesets, see [[Main:Tileset repository|Tileset repository]].)''  
 
 
:''(For user-created creature graphics sets, see [[Graphics set repository]].)''
 
:''(For user-created creature graphics sets, see [[Graphics set repository]].)''
  
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=== Character sets ===
 
=== Character sets ===
  
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Main:Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[Main:Tileset repository|Here is a list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:
+
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:
  
# Download the tileset via right-click-save-as on the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[Graphics set repository|here]])
+
# Download the tileset via right-click-save-as on the the tileset.  The tileset is just an image, so there's no separate download link. (The list is [[List of user character sets|here]])
 
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.
 
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.
 
# Put it in the data/art directory of your Dwarf Fortress installation.
 
# Put it in the data/art directory of your Dwarf Fortress installation.
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=== Graphics sets ===
 
=== Graphics sets ===
  
Character sets only change certain graphics, while others are left out. The confusingly-named [[Graphics set repository|graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:
+
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:
  
# Download the graphics set. (The list is [[Graphics set repository|here]].)
+
# Download the graphics set. (The list is [[Graphics sets|here]].)
 
# Convert it into a 24-bit BMP file using your favorite image editing program.
 
# Convert it into a 24-bit BMP file using your favorite image editing program.
 
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.
 
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.
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* If you are on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.
 
* If you are on a Mac you will have to use a program like [http://www.lemkesoft.com/xd/public/download/index._aWQ9Z2MtdWI_.html GraphicConverter] or Photoshop to save tilesets as windows bitmaps.
 
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)
 
* Recommended only for window mode prior to version 39f, to make it easier to preserve tile aspect ratio.  39f onwards, you should choose a grid size that is of the same aspect ratio as your monitor (e.g. on a 1600x1280 monitor, choose grid size 80:64)
* Take note however that you need to set the window size correctly.  
+
* Take note however that you need to set the the window size correctly.  
 
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.
 
** For versions prior to 39f, your window width in pixel size should be 3.2 (which is 80/25) times your window height in pixel size.
 
*: Example:  
 
*: Example:  
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** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).   
 
** For version 39f onwards where you can change the grid size, you need to compute the aspect ratio from the (grid width)/(grid height).   
 
*: Example:  
 
*: Example:  
*:: if you are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.
+
*:: if you are are using a grid size of 80 by 64, the aspect ratio should be 1.25 (from 80/64).  If you set your window width to 1600, then the height will be 1600/1.25 = 1280.
  
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use an integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.
+
* Also note that stretching a gfx tile may cause graphical artifacts (not the crafted ones in-game!) i.e. slight defects in the visuals, but it should make you able to see smaller tiles on a larger screen area.  The exception is when you use a integral multiple, e.g. stretching 16x16 tiles to 32x32, which seems to produce the least artifacts.
 
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).
 
* It is not recommended that you shrink tiles though the method is the similar (except defining a smaller window size than is normally required by the grid and tile size).
  
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* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.
 
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.
  
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Graphics set repository|Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.
+
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.
  
 
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.  
 
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface.  
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* Bright magenta (#FF00FF) is the background.
 
* Bright magenta (#FF00FF) is the background.
 
* Bright white (#FFFFFF) is the foreground.
 
* Bright white (#FFFFFF) is the foreground.
* Darker shades of white and grey (#C0C0C0, #808080, etc.) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.
+
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.
 
* Black (#000000) will always be black.
 
* Black (#000000) will always be black.
 
* It's probably best to avoid color in normal tilesets.
 
* It's probably best to avoid color in normal tilesets.
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* Items marked with * can have their tile changed in the [[modding|raw data]] files.
 
* Items marked with * can have their tile changed in the [[modding|raw data]] files.
* Items marked with # can have their tile replaced by a [[Graphics set repository|graphics set]] image, in addition to having their tile changed in the raw data.
+
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.
 
* Items marked with $ can be changed in the [[init.txt]] file.
 
* Items marked with $ can be changed in the [[init.txt]] file.
  
For a graphical table, go to the [[Main:Character Table|Character Table]].
+
For a graphical table, go to the [[Character Table]].
  
 
====Row 01 (000-015)====
 
====Row 01 (000-015)====
 
{|
 
{|
 
|-
 
|-
|<small>00</small> {{TST|&nbsp;}}
+
| <small>0</small> {{TST|&nbsp;}}
 
| Used for background tiles in the intro CMV, rarely used elsewhere
 
| Used for background tiles in the intro CMV, rarely used elsewhere
 
|-
 
|-
|<small>01</small>  {{TST|☺}}
+
| <small>1</small>  {{TST|☺}}
 
| [[Civilian]] dwarves# used for dead dwarves
 
| [[Civilian]] dwarves# used for dead dwarves
 
|-
 
|-
|<small>02</small>  {{TST|☻}}
+
|-
 +
<small>2</small>  {{TST|☻}}
 
| [[Military]] dwarves# used for dead dwarves
 
| [[Military]] dwarves# used for dead dwarves
 
|-
 
|-
|<small>03</small>  {{TST|♥}}
+
| <small>3</small>  {{TST|♥}}
 
| [[Dimple cup]]s*
 
| [[Dimple cup]]s*
 
|-
 
|-
|<small>04</small>  {{TST|♦}}
+
| <small>4</small>  {{TST|♦}}
| Cut [[gem]]s, large [[gem]]s
+
| [[Cut gem]]s, large [[gem]]s
 
|-
 
|-
|<small>05</small>  {{TST|♣}}
+
| <small>5</small>  {{TST|♣}}
| [[Tower-cap]]s*, Acacia, Mangrove, Maple, Alder and Birch [[Tree|trees]]* [[quarry bush]]es*
+
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*
 
|-
 
|-
|<small>06</small>  {{TST|♠}}
+
| <small>6</small>  {{TST|♠}}
| [[Plump helmet]]s*, Oak, Mahogany, Chestnut and Ash [[Tree|trees]]*, [[quarry bush]] leaves*
+
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*
 
|-
 
|-
|<small>07</small>  {{TST|•}}
+
| <small>7</small>  {{TST|•}}
 
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map
 
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map
 
|-
 
|-
|<small>08</small>  {{TST|◘}}
+
| <small>8</small>  {{TST|◘}}
 
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup
 
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup
 
|-
 
|-
|<small>09</small>  {{TST|○}}
+
| <small>9</small>  {{TST|○}}
 
| [[Well]], [[bracelet]], [[Map tile|ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)
 
| [[Well]], [[bracelet]], [[Map tile|ant colony]], [[millstone]], [[quern]], [[bottomless pit]]s in the local embark map screen (if enabled)
 
|-
 
|-
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|-
 
|-
 
|<small>20</small> {{TST|¶}}
 
|<small>20</small> {{TST|¶}}
| [[Mug]]s, largest elven cities, Highwood [[Tree|trees]]*
+
| [[Mug]]s, largest elven cities, [[Highwood]] trees*
 
|-
 
|-
 
|<small>21</small> {{TST|§}}
 
|<small>21</small> {{TST|§}}
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|-
 
|-
 
|<small>24</small> {{TST|↑}}
 
|<small>24</small> {{TST|↑}}
| Interface text ([[bridge]] direction), Pine and Larch [[Tree|trees]]
+
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees
 
|-
 
|-
 
|<small>25</small> {{TST|↓}}
 
|<small>25</small> {{TST|↓}}
| Hungry/thirsty/drowsy/unhappy indicator, Interface text ([[bridge]] direction)
+
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator
 
|-
 
|-
 
|<small>26</small> {{TST|→}}
 
|<small>26</small> {{TST|→}}
| Interface text ([[bridge]] direction)
+
| Interface text (bridge direction)
 
|-
 
|-
 
|<small>27</small> {{TST|←}}
 
|<small>27</small> {{TST|←}}
| Interface text ([[bridge]] direction)
+
| Interface text (bridge direction)
 
|-
 
|-
 
|<small>28</small> {{TST|∟}}
 
|<small>28</small> {{TST|∟}}
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|-
 
|-
 
|<small>30</small> {{TST|▲}}
 
|<small>30</small> {{TST|▲}}
| Head of [[Ballista arrow]] facing north, [[ramp]] up
+
| Head of [[Ballista arrow]] facing north, ramp up
 
|-
 
|-
 
|<small>31</small> {{TST|▼}}
 
|<small>31</small> {{TST|▼}}
| Head of [[Ballista arrow]] facing south, [[ramp]] down
+
| Head of [[Ballista arrow]] facing south, ramp down
 
|-
 
|-
 
|}
 
|}
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|<small>37</small> {{TST|%}}
 
|<small>37</small> {{TST|%}}
 
| [[Prepared meal]], unexplored underground, [[screw pump]] in action
 
| [[Prepared meal]], unexplored underground, [[screw pump]] in action
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite |Kimberlite]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*
+
*[[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*
 
|-
 
|-
 
|<small>38</small> {{TST|&}}
 
|<small>38</small> {{TST|&}}
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|-
 
|-
 
|<small>42</small> {{TST|*}}
 
|<small>42</small> {{TST|*}}
| [[Ore]]*, superior [[quality]] tags, key reference, working [[gear assembly]], [[gem]] [[floodgate]]
+
| [[Ore]]*, superior [[quality]] tags, key reference, working [[gear]] assembly, [[gem]] [[floodgate]]
 
|-
 
|-
 
|<small>43</small> {{TST|+}}
 
|<small>43</small> {{TST|+}}
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|-
 
|-
 
|<small>45</small> {{TST|-}}
 
|<small>45</small> {{TST|-}}
| [[Crafts|Scepters]], [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot
+
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference, Part of animation when two creatures or dwarves are on the same spot
 
|-
 
|-
 
|<small>46</small> {{TST|.}}
 
|<small>46</small> {{TST|.}}
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|-
 
|-
 
|<small>59</small> {{TST|;}}
 
|<small>59</small> {{TST|;}}
| [[Mason's workshop]]
+
| [[Workshop]]s (which ones?)
 
|-
 
|-
 
|<small>60</small> {{TST|<}}
 
|<small>60</small> {{TST|<}}
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|-
 
|-
 
|<small>63</small> {{TST|?}}
 
|<small>63</small> {{TST|?}}
| "Task assigned" indicator, looking for path
+
| "Task assigned" [[indicator]], looking for path
 
|-
 
|-
 
|}
 
|}
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|-
 
|-
 
|<small>64</small> {{TST|@}}
 
|<small>64</small> {{TST|@}}
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#, adventurer's location on world map
+
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#
 
|-
 
|-
 
|<small>65</small> {{TST|A}}
 
|<small>65</small> {{TST|A}}
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|-
 
|-
 
|}
 
|}
 
 
====Row 06 (080-095)====
 
====Row 06 (080-095)====
 
{|
 
{|
Line 408: Line 406:
 
|-
 
|-
 
|<small>83</small> {{TST|S}}
 
|<small>83</small> {{TST|S}}
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[giant cave spider]]#, text
+
| [[Sasquatch]]#, [[giant desert scorpion]]#, [[Giant Cave Spider]]#, text
 
|-
 
|-
 
|<small>84</small> {{TST|T}}
 
|<small>84</small> {{TST|T}}
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|-
 
|-
 
|<small>88</small> {{TST|X}}
 
|<small>88</small> {{TST|X}}
| [[Bin]], stone [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant indicator, text, up/down stairs, keyboard cursor
+
| [[Bin]], stone [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor
 
|-
 
|-
 
|<small>89</small> {{TST|Y}}
 
|<small>89</small> {{TST|Y}}
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|-
 
|-
 
|<small>90</small> {{TST|Z}}
 
|<small>90</small> {{TST|Z}}
| Sleep indicator, text
+
| Sleep [[indicator]], text
 
|-
 
|-
 
|<small>91</small> {{TST|[}}
 
|<small>91</small> {{TST|[}}
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|-
 
|-
 
|<small>93</small> {{TST|]}}
 
|<small>93</small> {{TST|]}}
| Floor tile in [[workshop]]s and [[furnace]]s, item stack closing tag, text, clothing?, armor?
+
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]], item stack closing tag, text, clothing?, armor?
 
|-
 
|-
 
|<small>94</small> {{TST|^}}
 
|<small>94</small> {{TST|^}}
| [[Trap]], [[Alabaster]]*, [[Volcano]] on world map
+
| [[Trap]], [[Alabaster]]*
 
|-
 
|-
 
|<small>95</small> {{TST|_}}
 
|<small>95</small> {{TST|_}}
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|-
 
|-
 
|<small>111</small> {{TST|o}}
 
|<small>111</small> {{TST|o}}
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace]]s
+
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]
 
|-
 
|-
 
|}
 
|}
Line 738: Line 736:
 
|-
 
|-
 
|<small>181</small> {{TST|╡}}
 
|<small>181</small> {{TST|╡}}
| [[Bridge]]s, [[catapult]] tile
+
| Tree in winter, [[bridge]]s, [[catapult]] tile
 
|-
 
|-
 
|<small>182</small> {{TST|╢}}
 
|<small>182</small> {{TST|╢}}
Line 794: Line 792:
 
|-
 
|-
 
|<small>198</small> {{TST|╞}}
 
|<small>198</small> {{TST|╞}}
| Bridges, trees in winter, (un)dead trees, [[catapult]] tile
+
| Bridges, trees in winter, [[catapult]] tile
 
|-
 
|-
 
|<small>199</small> {{TST|╟}}
 
|<small>199</small> {{TST|╟}}
Line 915: Line 913:
 
|-
 
|-
 
|<small>235</small> {{TST|δ}}
 
|<small>235</small> {{TST|δ}}
| [[Trade good|Earring]]s, [[kennel]] tile
+
| [[Earring]]s, [[kennel]] tile
 
|-
 
|-
 
|<small>236</small> {{TST|∞}}
 
|<small>236</small> {{TST|∞}}
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*, sea foam, images of clouds
+
| [[Boulder]], dry [[brook]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*, sea foam
 
|-
 
|-
 
|<small>237</small> {{TST|φ}}
 
|<small>237</small> {{TST|φ}}
Line 956: Line 954:
 
|-
 
|-
 
|<small>247</small> {{TST|≈}}
 
|<small>247</small> {{TST|≈}}
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[magma|lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, Mudstone*, Serpentine*, others?
+
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, sea foam, Mudstone*, Serpentine*, others?
 
|-
 
|-
 
|<small>248</small> {{TST|°}}
 
|<small>248</small> {{TST|°}}
Line 1,010: Line 1,008:
 
{{Game Interface FAQ}}
 
{{Game Interface FAQ}}
  
{{Category|Modding}}
+
[[Category:Modding]]
{{Category|Interface}}
+
[[Category:Interface]]

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