Difference between revisions of "Hârn Maps CC2 Templates"

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Line 14: Line 14:
  
  
'''Note:''' Green = <span style="color:#008000">I Have</span>, Red = <span style="color:#FF0000">Don't Have</span>, Orange = <span style="color:#E18700">Old Scan</span>, Blue = <span style="color:#000080">Misc</span>, Black = <span style="color:#000000">ALL Base (Template)</span>
+
'''Note:''' Green = '''<span style="color:#008000">I Have</span>''', Red = '''<span style="color:#FF0000">Don't Have</span>''', Orange = '''<span style="color:#E18700">Old Scan</span>''', Blue = '''<span style="color:#000080">Misc</span>''', Black = '''<span style="color:#000000">ALL Base (Template)</span>'''
  
  
==[[Game_Design_Ideas_Hârn_Maps_CC2_Templates|Hârn Map Templates]]==
+
== [[Hârn_Maps_CC2_Templates|Hârn Map Templates]] ==
 
* A
 
* A
 
** A
 
** A
  
  
==CC2==
+
== CC2 ==
 
* A
 
* A
 
** A
 
** A
  
  
===Hârn Expanded.FCW===
+
=== .FCW File Format ===
 +
'''From:''' http://www.profantasy.com/DEVZONE/FileFormat1.htm
 +
 
 +
==== File Format ====
 +
CC2 maps are stored on disk in a binary format with an FCW file extension. Each individual file consists of a header followed by a copy of the database of entities that make up the map. With this knowledge in hand, the best place to find out about the file format is the XP toolkit.
 +
 
 +
==== The XP toolkit. ====
 +
 
 +
The toolkit is filled with many different files for both assembly language programmers and for C programmers. Since the C files are not complete, we'll look at the assembly language files. The CPY files are the assembly files. Inside the CPY files we find the blueprints for the FCW file. But, just like real blueprints, it takes some special knowledge to understand them.
 +
 +
Looking at the HEADER.CPY file we see what comprises the file header:
 +
 
 +
<pre>
 +
; ===============================================================
 +
; HEADER.CPY - Header and File ID data structures
 +
; ===============================================================
 +
; Copyright 1996 Evolution Computing
 +
; All rights reserved
 +
; Written by Susan Montooth 2/15/96
 +
; ===============================================================
 +
; FILE ID (File identifier bytes)
 +
; ===============================================================
 +
 +
DBVERSION equ 24 ;correct current database
 +
 +
FileID struc
 +
ProgID SBYTE 'FCW (FastCAD for Windows) '
 +
VerText SBYTE versionStr ;version # as text (4 bytes)
 +
VerTextS SBYTE SubVer ;beta version
 +
SBYTE ' '
 +
SBYTE 13,10,26 ;terminating chars for DOS Type cmd.
 +
DBVer SBYTE DBVERSION
 +
Compressed SBYTE 0 ;1 = compressed file
 +
SBYTE 78 dup (0) ;filler
 +
SBYTE 0FFh ;end marker (total 128 bytes)
 +
FileID ends
 +
</pre>
 +
 
 +
Lets look at a few individual lines and get general understanding of what they represent:
 +
 
 +
<pre>
 +
DBVERSION equ 24 ;correct current database
 +
</pre>
 +
 
 +
This line sets the variable DBVERSION equal to the number 24
 +
<pre>
 +
FileID struc
 +
...
 +
FileID ends
 +
</pre>
 +
 
 +
The file system is organized and the different sub-systems (file-id, layers, line styles, ...) are logically grouped in something called structures. Structures begin with a name followed by the keyword 'struc' and continues until the name appears again and is followed by the keyword 'end'. For example, file FIleID holds the entire description of the file header.
 +
 
 +
<pre>
 +
ProgID SBYTE 'FCW (FastCAD for Windows) '
 +
</pre>
 +
 
 +
The first line of the FileID structure defines the variable ProgID as an SBYTE and sets it equal to 'FCW (FastCAD for Windows) '. An SBYTE is the assembly language version to a string, so ProgID is 26 bytes (characters) long and are the first 26 bytes in the file.
 +
 
 +
Counting bytes we see that the 49th byte holds the Compressed flag. We can only work on Uncompressed files so the first thing we need to do as we start to delve into the file format is to check this byte to make sure that it holds a zero. The entire file header is 128 bytes long.
 +
 
 +
Looking farther down in the HEADER.CPY file, we see that within the database header:
 +
<pre>
 +
BColor WORD 0 ;background color
 +
</pre>
 +
What we are interested today is the first byte of the Bcolor word. Since CC2 only has 256 colors, the other three bytes of the WORD are not used in the current version of CC2. Counting bytes again, we see that the 157th byte holds the background color.
 +
 
 +
I’ve written a little Visual Basic program that will load a CC2 v6 file, "TEST.FCW" from the programs directory, into memory and after checking to see if the file is compressed, will change the background color to 150, a particularly vivid shade of orange. It then saves the file as "OUT.FCW".
 +
 
 +
Look at the code … run the program and do some experiments. Try to change the current color, layer or the last tag number that was used. Later we will be expanding on this simple program to add more and more functionality.
 +
 +
* Download the XP Toolkit [http://www.example.com link title]
 +
<center>
 +
{|
 +
|+ style="caption-side:bottom; color:#000000;"| xptkit.zip'''.
 +
| [[File:xptkit.zip|center|link= ]]
 +
|}
 +
</center>
 +
* Download the Visual Basic program and code for "ParseFile.exe". [http://www.example.com link title]
 +
<center>
 +
{|
 +
|+ style="caption-side:bottom; color:#000000;"| '''<span style="color:#008000">Visual Basic program and code for</span> "ParseFile.exe"'''.
 +
| [[File:parsefile.zip|center|link= ]]
 +
|}
 +
</center>
 +
 
 +
==== Files ====
 +
See: \ScrapBook\data\20110729084452 or [http://www.shieldkings.com/files/20110729084452 20110729084452]
 +
 
 +
* [http://www.shieldkings.com/files/xptkit.zip XP Toolkit]
 +
* [http://www.shieldkings.com/files/parsefile.zip parsefile]
 +
 
 +
=== Hârn Expanded.FCW ===
 
Modifying and expanding on the base map.
 
Modifying and expanding on the base map.
  
Line 37: Line 129:
  
  
====Layers====
+
==== Layers ====
 
* <span style="color:#000000">Background</span>
 
* <span style="color:#000000">Background</span>
 
* <span style="color:#000000">Coastline</span>
 
* <span style="color:#000000">Coastline</span>
* <span style="color:#E18700">Contours</span>
+
* <span style="color:#E18700">Contours</span> Layers
** Separate into 1,000
+
** <span style="color:#E18700">Separate into</span> <span style="color:#008000">1,000</span>
** Separate into 500
+
** <span style="color:#E18700">Separate into</span> <span style="color:#008000">500</span>
** Separate into 100
+
** <span style="color:#E18700">Separate into</span> <span style="color:#008000">100</span>
** Separate into 10
+
** <span style="color:#E18700">Separate into</span> <span style="color:#008000">10</span>
** Separate into 5
+
** <span style="color:#E18700">Separate into</span> <span style="color:#008000">5</span>
** Separate into 1
+
** <span style="color:#E18700">Separate into</span> <span style="color:#008000">1</span>
 
* <span style="color:#000000">Game Master Only</span>
 
* <span style="color:#000000">Game Master Only</span>
 
* <span style="color:#E18700">HEX/SQUARE GRID</span>
 
* <span style="color:#E18700">HEX/SQUARE GRID</span>
** Separate into Regional Grid
+
** <span style="color:#E18700">Separate into</span> Regional Grid
** Separate into Sub-Regional Grid
+
** <span style="color:#E18700">Separate into</span> Sub-Regional Grid
** Separate into 5 League Hex Grid
+
** <span style="color:#E18700">Separate into</span> 5 League Hex Grid
** Separate into Latitude-Longitude Major
+
** <span style="color:#E18700">Separate into</span> Latitude-Longitude Major
** Separate into Latitude-Longitude Minor
+
** <span style="color:#E18700">Separate into</span> Latitude-Longitude Minor
** Separate into Atlas Hexes
+
** <span style="color:#E18700">Separate into</span> Atlas Hexes
** Separate into Sub-Atlas Hexes
+
** <span style="color:#E18700">Separate into</span> Sub-Atlas Hexes
** Separate into  
+
** <span style="color:#E18700">Separate into</span>
 
* <span style="color:#000000">Hotspots</span> ~ the links
 
* <span style="color:#000000">Hotspots</span> ~ the links
 
* <span style="color:#000000">Labels - Features</span>
 
* <span style="color:#000000">Labels - Features</span>
Line 65: Line 157:
 
* <span style="color:#000000">Political</span>
 
* <span style="color:#000000">Political</span>
 
* <span style="color:#000000">Roads</span>
 
* <span style="color:#000000">Roads</span>
** Separate into Roads
+
** <span style="color:#E18700">Separate into</span> Roads (Paved)
** Separate into Trails
+
** <span style="color:#E18700">Separate into</span> Road (Unpaved)
 +
** <span style="color:#E18700">Separate into</span> Trail
 
* <span style="color:#000000">Settlements</span>
 
* <span style="color:#000000">Settlements</span>
** Separate into Major Town / City
+
** <span style="color:#E18700">Separate into</span> Major Town / City
** Separate into Local Town
+
** <span style="color:#E18700">Separate into</span> Local Town
** Separate into  
+
** <span style="color:#E18700">Separate into</span>
** Separate into  
+
** <span style="color:#E18700">Separate into</span>
** Separate into  
+
** <span style="color:#E18700">Separate into</span>
** Separate into  
+
** <span style="color:#E18700">Separate into</span>
** Separate into  
+
** <span style="color:#E18700">Separate into</span>
** Separate into  
+
** <span style="color:#E18700">Separate into</span>
** Separate into  
+
** <span style="color:#E18700">Separate into</span>
 
* <span style="color:#FF0000">STANDARD</span>
 
* <span style="color:#FF0000">STANDARD</span>
 
* <span style="color:#FF0000">SYMBOL DEFINITION</span>
 
* <span style="color:#FF0000">SYMBOL DEFINITION</span>
 
* <span style="color:#000000">Topography</span>
 
* <span style="color:#000000">Topography</span>
 
* <span style="color:#E18700">Vegetation</span>
 
* <span style="color:#E18700">Vegetation</span>
** Separate into Evergreen Hardwood
+
** <span style="color:#E18700">Separate into</span> Evergreen Hardwood
** Separate into Steppe / Prairie Grassland
+
** <span style="color:#E18700">Separate into</span> Steppe / Prairie Grassland
** Separate into Savannah / Savannah Woodland / Raingreen Forest / Woodland Tropical Scrub
+
** <span style="color:#E18700">Separate into</span> Savannah / Savannah Woodland / Raingreen Forest / Woodland Tropical Scrub
** Separate into Semi-Desert
+
** <span style="color:#E18700">Separate into</span> Semi-Desert
** Separate into Desert
+
** <span style="color:#E18700">Separate into</span> Desert
** Separate into Sub-Tropical Rainforest
+
** <span style="color:#E18700">Separate into</span> Sub-Tropical Rainforest
** Separate into Tropical and Equitorial Rainforest
+
** <span style="color:#E18700">Separate into</span> Tropical and Equitorial Rainforest
** Separate into Mixed Woodland
+
** <span style="color:#E18700">Separate into</span> Mixed Woodland
** Separate into Mixed (Summergreen) Forest
+
** <span style="color:#E18700">Separate into</span> Mixed (Summergreen) Forest
** Separate into Needleleaf Forest
+
** <span style="color:#E18700">Separate into</span> Needleleaf Forest
** Separate into Alpine
+
** <span style="color:#E18700">Separate into</span> Alpine
** Separate into Mountains
+
** <span style="color:#E18700">Separate into</span> Mountains
** Separate into Highlands / Hills
+
** <span style="color:#E18700">Separate into</span> Highlands / Hills
** Separate into Water
+
** <span style="color:#E18700">Separate into</span> Water
** Separate into Swamp / Marsh
+
** <span style="color:#E18700">Separate into</span> Swamp / Marsh
 
* <span style="color:#E18700">Water</span>
 
* <span style="color:#E18700">Water</span>
** Separate into Sea
+
** <span style="color:#E18700">Separate into</span> Sea
** Separate into Lakes
+
** <span style="color:#E18700">Separate into</span> Lakes
** Separate into Rivers
+
** <span style="color:#E18700">Separate into</span> Rivers
** Separate into Stream
+
** <span style="color:#E18700">Separate into</span> Stream
** Separate into Waterfalls
+
** <span style="color:#E18700">Separate into</span> Waterfalls
** Separate into Rapids
+
** <span style="color:#E18700">Separate into</span> Rapids
 
* A
 
* A
 
* A
 
* A
Line 108: Line 201:
 
* A
 
* A
 
* Features
 
* Features
** Separate into Special Site
+
** <span style="color:#E18700">Separate into</span> Special Site
 
* A
 
* A
 
** A
 
** A
  
 
+
== A ==
==A==
+
 
* A
 
* A
 
** A
 
** A
  
  
==A==
+
== A ==
 
* A
 
* A
 
** A
 
** A
  
  
==Table Template==
+
== Table Template ==
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|+ style="caption-side:top; color:#e76700;"|Atlas Hârnica and Heraldry
 
|+ style="caption-side:top; color:#e76700;"|Atlas Hârnica and Heraldry
Line 479: Line 571:
  
  
==Notes==
+
== Notes ==
 
* A
 
* A
 
** A
 
** A
  
  
[[Category:Research]] [[Category:Game Design]] [[Category:Articles]] [[Category:Ideas]] [[Category:Hârn]] [[Category:Hârn Maps]] [[Category:CC2]] [[Category:Templates]]
+
[[Category:Hârn]] [[Category:Hârn Maps]] [[Category:CC2]] [[Category:Templates]]

Latest revision as of 20:44, 25 May 2023

Modifying and expanding Hârn CC2 vector Maps.


Colour Text: Code: public class

Do 17Z-10, 2./ NJG 2
900px


Note: Green = I Have, Red = Don't Have, Orange = Old Scan, Blue = Misc, Black = ALL Base (Template)


Hârn Map Templates

  • A
    • A


CC2

  • A
    • A


.FCW File Format

From: http://www.profantasy.com/DEVZONE/FileFormat1.htm

File Format

CC2 maps are stored on disk in a binary format with an FCW file extension. Each individual file consists of a header followed by a copy of the database of entities that make up the map. With this knowledge in hand, the best place to find out about the file format is the XP toolkit.

The XP toolkit.

The toolkit is filled with many different files for both assembly language programmers and for C programmers. Since the C files are not complete, we'll look at the assembly language files. The CPY files are the assembly files. Inside the CPY files we find the blueprints for the FCW file. But, just like real blueprints, it takes some special knowledge to understand them.

Looking at the HEADER.CPY file we see what comprises the file header:

 
; =============================================================== 
; HEADER.CPY - Header and File ID data structures 
; =============================================================== 
; Copyright 1996 Evolution Computing 
; All rights reserved 
; Written by Susan Montooth 2/15/96 
; ===============================================================
; FILE ID (File identifier bytes) 
; =============================================================== 
 
DBVERSION	equ 24			;correct current database 
 
FileID 		struc 
ProgID 		SBYTE 	'FCW (FastCAD for Windows) ' 
VerText 	SBYTE 	versionStr 	;version # as text (4 bytes)
VerTextS 	SBYTE 	SubVer 		;beta version 
		SBYTE 	' ' 
		SBYTE 	13,10,26 	;terminating chars for DOS Type cmd. 
DBVer 		SBYTE 	DBVERSION 
Compressed 	SBYTE 	0 		;1 = compressed file 
		SBYTE 	78 dup (0) 	;filler 
		SBYTE 	0FFh 		;end marker (total 128 bytes) 
FileID 		ends 		

Lets look at a few individual lines and get general understanding of what they represent:

DBVERSION	equ 24			;correct current database

This line sets the variable DBVERSION equal to the number 24

FileID 		struc
...
FileID 		ends

The file system is organized and the different sub-systems (file-id, layers, line styles, ...) are logically grouped in something called structures. Structures begin with a name followed by the keyword 'struc' and continues until the name appears again and is followed by the keyword 'end'. For example, file FIleID holds the entire description of the file header.

ProgID 		SBYTE 	'FCW (FastCAD for Windows) '

The first line of the FileID structure defines the variable ProgID as an SBYTE and sets it equal to 'FCW (FastCAD for Windows) '. An SBYTE is the assembly language version to a string, so ProgID is 26 bytes (characters) long and are the first 26 bytes in the file.

Counting bytes we see that the 49th byte holds the Compressed flag. We can only work on Uncompressed files so the first thing we need to do as we start to delve into the file format is to check this byte to make sure that it holds a zero. The entire file header is 128 bytes long.

Looking farther down in the HEADER.CPY file, we see that within the database header:

BColor 		WORD 0 			;background color

What we are interested today is the first byte of the Bcolor word. Since CC2 only has 256 colors, the other three bytes of the WORD are not used in the current version of CC2. Counting bytes again, we see that the 157th byte holds the background color.

I’ve written a little Visual Basic program that will load a CC2 v6 file, "TEST.FCW" from the programs directory, into memory and after checking to see if the file is compressed, will change the background color to 150, a particularly vivid shade of orange. It then saves the file as "OUT.FCW".

Look at the code … run the program and do some experiments. Try to change the current color, layer or the last tag number that was used. Later we will be expanding on this simple program to add more and more functionality.

xptkit.zip.
  • Download the Visual Basic program and code for "ParseFile.exe". link title
Visual Basic program and code for "ParseFile.exe".

Files

See: \ScrapBook\data\20110729084452 or 20110729084452

Hârn Expanded.FCW

Modifying and expanding on the base map.

UNUSED

Split/Expand

New Layer Type


Layers

  • Background
  • Coastline
  • Contours Layers
    • Separate into 1,000
    • Separate into 500
    • Separate into 100
    • Separate into 10
    • Separate into 5
    • Separate into 1
  • Game Master Only
  • HEX/SQUARE GRID
    • Separate into Regional Grid
    • Separate into Sub-Regional Grid
    • Separate into 5 League Hex Grid
    • Separate into Latitude-Longitude Major
    • Separate into Latitude-Longitude Minor
    • Separate into Atlas Hexes
    • Separate into Sub-Atlas Hexes
    • Separate into
  • Hotspots ~ the links
  • Labels - Features
  • Labels - Political
  • Labels - Settlements
  • Map Border
  • MERGE
  • Political
  • Roads
    • Separate into Roads (Paved)
    • Separate into Road (Unpaved)
    • Separate into Trail
  • Settlements
    • Separate into Major Town / City
    • Separate into Local Town
    • Separate into
    • Separate into
    • Separate into
    • Separate into
    • Separate into
    • Separate into
    • Separate into
  • STANDARD
  • SYMBOL DEFINITION
  • Topography
  • Vegetation
    • Separate into Evergreen Hardwood
    • Separate into Steppe / Prairie Grassland
    • Separate into Savannah / Savannah Woodland / Raingreen Forest / Woodland Tropical Scrub
    • Separate into Semi-Desert
    • Separate into Desert
    • Separate into Sub-Tropical Rainforest
    • Separate into Tropical and Equitorial Rainforest
    • Separate into Mixed Woodland
    • Separate into Mixed (Summergreen) Forest
    • Separate into Needleleaf Forest
    • Separate into Alpine
    • Separate into Mountains
    • Separate into Highlands / Hills
    • Separate into Water
    • Separate into Swamp / Marsh
  • Water
    • Separate into Sea
    • Separate into Lakes
    • Separate into Rivers
    • Separate into Stream
    • Separate into Waterfalls
    • Separate into Rapids
  • A
  • A
  • A
  • A
  • Features
    • Separate into Special Site
  • A
    • A

A

  • A
    • A


A

  • A
    • A


Table Template

Atlas Hârnica and Heraldry
Name Product Product # Product # Year Page count Category Notes
(Atlas Hârnica) C6 HârnQuest COL5000-C6 CG 2011 1 Atlas Hârnica western Rethem, original release possibly in 2010 with revision in 2011
(Atlas Hârnica) Rethem D6 HârnQuest COL5000-D6 CG 2011 1 Atlas Hârnica
(Atlas Hârnica) D7 HârnQuest COL5000-D7 CG 2004 1 Atlas Hârnica northwestern Kanday
(Atlas Hârnica) D8 HârnQuest COL5000-D8 CG 2004 1 Atlas Hârnica western Kanday
(Atlas Hârnica) D9 HârnQuest COL5000-D9 CG 2004 1 Atlas Hârnica southwestern Kanday
(Atlas Hârnica) Rethem-Tharda E6 HârnQuest COL5000-E6 CG 2015 1 Atlas Hârnica Rethem (Menekai)
(Atlas Hârnica) Kanday-Rethem-Tharda E7 HârnQuest COL5000-E7 CG 2011 1 Atlas Hârnica
(Atlas Hârnica) E8 HârnQuest COL5000-E8 CG 2009? 1 Atlas Hârnica eastern Kanday (including Aleath), is 2009 correct year?
(Atlas Hârnica) E9 HârnQuest COL5000-E9 CG 2004 1 Atlas Hârnica southeastern Kanday
(Atlas Hârnica) Kanday-Tharda F7 HârnQuest COL5000-F7 CG 2016 1 Atlas Hârnica
(Atlas Hârnica) Arathel G2 HârnQuest COL5000-G2 CG 2015 1 Atlas Hârnica
(Atlas Hârnica) Orbaal H1 HârnQuest COL5000-H1 CG 2016 1 Atlas Hârnica Orbaal (Pled)
(Atlas Hârnica) Orbaal H2 HârnQuest COL5000-H2 CG 2015 1 Atlas Hârnica Orbaal (Geldeheim)
(Atlas Hârnica) Misyn H4 HârnQuest COL5000-H4 CG 2014 1 Atlas Hârnica
(Atlas Hârnica) Misyn (Araka-Kalai) H5 HârnQuest COL5000-H5 CG 2015 1 Atlas Hârnica
(Atlas Hârnica) Orbaal J1 HârnQuest COL5000-J1 CG 2016 1 Atlas Hârnica Orbaal (Sherwyn)
(Atlas Hârnica) J4 HârnQuest COL5000-J4 CG 2009 1 Atlas Hârnica northern Kaldor
(Atlas Hârnica) J5 HârnQuest COL5000-J5 CG 2004 1 Atlas Hârnica Kaldor (including Tashal and Olokand), HQ6
(Atlas Hârnica) J6 HârnQuest COL5000-J6 CG 2005 1 Atlas Hârnica southwestern Kaldor and parts of Evael, HQ7
(Atlas Hârnica) K4 HârnQuest COL5000-K4 CG 2006 1 Atlas Hârnica northeastern Kaldor and parts of Azadmere, HQ10
(Atlas Hârnica) Kaldor K5 HârnQuest COL5000-K5 CG 2004 1 Atlas Hârnica eastern Kaldor (including Kiban and Minarsas), HQ9
(Atlas Hârnica) K6 HârnQuest COL5000-K6 CG 2006 1 Atlas Hârnica southeastern Kaldor (including Qualdris), HQ8
(Atlas Hârnica) L5 HârnQuest COl5000-L5 CG 2007 1 Atlas Hârnica Azadmere, HQ11
(Atlas Hârnica) Haralen L6 HârnQuest COL5000-L6 CG 2012 1 Atlas Hârnica Kaldor
(Heraldry) Azadmere, Chybisa, and Evael EH1 COL6001 CG 1984 1 Heraldry
(Heraldry) Harbaal Hârnlore 11 COL9011 CG 1992 1 Heraldry
(Heraldry) Shorkyne Hârnlore 10 COL9010 CG 1992 1 Heraldry
(Badges) Guilds of Hârn Son of Cities COL5015 CG 1987 2 Heraldry
Azadmere EH1 COL6001 CG 1984 Atlas Hârnica did this come with a separate "settlement" page like the others?
Chybisa EH10 COL6010 CG 1984 2.1 Atlas Hârnica
Kaldor (Gardiren) EH5 COL6005 CG 1984 2.1 Atlas Hârnica
Kaldor (Hutop) EH4 COL6004 CG 1984 2.1 Atlas Hârnica
Kaldor (Kiban) EH6 COL6006 CG 1984 Atlas Hârnica
Kaldor (Minarsas) EH8 COL6008 CG 1984 Atlas Hârnica
Kaldor (Olokand) EH3 COL6003 CG 1984 Atlas Hârnica
Kaldor (Qualdris) EH7 COL6007 CG 1984 2.1 Atlas Hârnica
Kaldor (Tashal) EH2 COL6002 CG 1984 2.1 Atlas Hârnica
Orbaal (Geldeheim) EH13 COL6013 CG 1984 2.1 Atlas Hârnica


Notes

  • A
    • A