// Automatically generated by GRFCODEC. Do not modify! // (Info version 7) // Escapes: 2+ 2- 2< 2> 2u< 2u> 2/ 2% 2u/ 2u% 2* 2& 2| 2^ 2sto = 2s 2rst = 2r 2psto 2ror = 2rot 2cmp 2ucmp 2<< 2u>> 2>> // Escapes: 71 70 7= 7! 7< 7> 7G 7g 7gG 7GG 7gg 7c 7C // Escapes: D= = DR D+ = DF D- = DC Du* = DM D* = DnF Du<< = DnC D<< = DO D& D| Du/ D/ Du% D% // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 0 * 4 A5 13 00 00 # 1 "" # 1 "" # 1 "" # 1 "sprites/nfo/header.pnfo" 1 // Automatically generated by GRFCODEC. Do not modify! // (Info version 7) // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel // Disable warnings: // warning about Default ID appears earlier in sprite //@@WARNING DISABLE 100 // warning about sprites not goto-ed //@@WARNING DISABLE 107 // warning about high IDs //@@WARNING DISABLE 141 // warning about colour codes in action 8 //@@WARNING DISABLE 144 // warning about byte 1 of a 4-byte escape while reading byte 1 of a 1-byte field //@@WARNING DISABLE 209 // warning about grfcodec/nforenum are fucking retarded //@@WARNING DISABLE 170 1 * 104 14 "C" "INFO" "B" "VRSN" \w4 \d327 "B" "MINV" \w4 \d0 "B" "PALS" \w1 "D" // palette "B" "NPAR" \w1 \b0 // 0 settings "T" "URL_" 00 "http://www.tt-forums.net/viewtopic.php?f=67&t=53362" 00 00 00 2 * 182 08 07 "CHPS" "CHIPS Station Set 1.9.0" 00 "\8ECHIPS Station Set\n" "\98Brought to you by andythenorth and yexo, with help from planetmaker and Peter1138.\n" "Includes elements from other sets used under GPL" 00 # 2 "" 2 // This line must always be the first line ^ // other files may follow in any order: // sprites/\;//#nfo # 1 "sprites/nfo/ids.pnfo" 1 // This file (or any other file which is listed right after the header in the main source file, mynewgrf.pnfo) // may contain any number of defines which can later be used in the other source files in order // to increase readability and avoid getting lost in IDs and so on. // // Only thing these defines may not contain are quotation marks. // As an example: // #define IND_COALMINE 00 // Station tiles - ordered by ID. Append new defines to end as needed. // Don't attempt to shuffle these around to make a sane order, e.g. alphabetise // Changing ID for a station tile *will* break save games (possible crash condition). # 22 "sprites/nfo/ids.pnfo" //#define TILE_UNUSED 0A //#define TILE_UNUSED 0B //#define TILE_UNUSED 0C //#define TILE_UNUSED 0D //#define TILE_UNUSED 0E //#define TILE_UNUSED 0F # 50 "sprites/nfo/ids.pnfo" // #define 35 // left free in case I decide to add crane rails // Strings (needs moving to lang files later - this is just convenient for now) // (Note from andythenorth) strings framework needs some thought. // It probably doesn't need as much complexity as FIRS. # 6 "" 2 # 1 "sprites/nfo/cargotable.pnfo" 1 3 * 362 00 08 \b1 59 00 // ^ cargo count (hex) 09 "WDPR" "SCMT" "CMNT" "WOOD" "LVST" //00 - 04 "STEL" "VEHI" "BRCK" "WOOL" "BUBL" //05 - 09 "TOYS" "FZDR" "FRUT" "FRVG" "FOOD" //0A - 0E "FICR" "RUBR" "RFPR" "PETR" "OIL_" //0F - 13 "GOOD" "WATR" "MILK" "COAL" "IORE" //14 - 18 "AORE" "CLAY" "GRVL" "SAND" "GRAI" //19 - 1D "SGBT" "MAIZ" "CORE" "FERT" "CTCD" //1E - 22 "SULP" "WHEA" "COLA" "CERE" "PAPR" //23 - 27 "TOFF" "SUGR" "PLAS" "PASS" "MAIL" //28 - 2C "BATT" "SWET" "FMSP" "ENSP" "MNSP" //2D - 31 "DYES" "PLST" "BEER" "BDMT" "FISH" //32 - 36 "VALU" "DIAM" "GOLD" "JAVA" "SGCN" //37 - 3B "VPTS" "BEAN" "NITR" "PORE" "PHOS" //3C - 40 "MNO2" "VEHI" "EOIL" "NUTS" "CASS" //41 - 45 "COPR" "NICK" "COKE" "METL" "SLAG" //46 - 4A "IRON" "QLME" "BOOM" "PIPE" "SULP" //4B - 4E "SASH" "CMNT" "VBOD" "POTA" "ZINC" //4F - 53 "PEAT" "KAOL" "LIME" "SALT" //54 - 58 # 8 "" 2 # 1 "sprites/nfo/docks.pnfo" 1 // dock code provided by PaulC under GPL 4 * 5 0A 01 06 A7 0A 5 sprites/graphics/docks.png 519 402 09 33 64 -39 -12 6 sprites/graphics/docks.png 518 221 09 40 64 -23 -12 7 sprites/graphics/docks.png 518 280 09 40 64 -39 -12 8 sprites/graphics/docks.png 519 341 09 33 64 -23 -12 9 sprites/graphics/docks.png 388 433 09 60 64 -39 -32 10 sprites/graphics/docks.png 291 450 09 55 64 -23 -27 # 10 "" 2 //#include "sprites/nfo/tiles/test.pnfo" //#include "sprites/nfo/tiles/detectind.pnfo" # 1 "sprites/nfo/grm_sprites.pnfo" 1 //Backup old value of PARAM_GRM 11 * 5 0D 20 \D= 21 00 // * 0D 00 FE FF //GRM, reserve sprites and store the result in 12 * 9 0D 21 \D= \DR FE FF 08 \w217 //2*82 + number of real sprites 13 * 5 0D 20 \D- 21 20 14 * 9 0D 22 \D= FF 00 \d0 15 * 2 10 00 // Action10 label with id 00 16 * 5 0D 23 \D+ 21 22 17 * 5 06 23 02 03 // replace 2 bytes at offset 3 with the value of param PARAM_TMP2 FF 18 * 5 0A \b1 \b53 \w0 19 sprites/graphics/buffer.png 80 10 09 31 64 -31 0 20 sprites/graphics/buffer.png 80 50 09 31 64 -31 0 21 sprites/graphics/buffer.png 80 90 09 31 64 -31 0 22 sprites/graphics/buffer.png 80 130 09 31 64 -31 0 23 sprites/graphics/structures.png 10 90 09 65 64 -31 -34 24 sprites/graphics/structures.png 80 90 09 65 64 -31 -34 25 sprites/graphics/structures.png 150 90 09 65 64 -31 -34 26 sprites/graphics/structures.png 220 90 09 65 64 -31 -34 27 sprites/graphics/structures.png 10 170 09 65 64 -54 -46 28 sprites/graphics/structures.png 80 170 09 65 64 -54 -46 29 sprites/graphics/structures.png 150 170 09 65 64 -8 -46 30 sprites/graphics/structures.png 220 170 09 65 64 -8 -46 31 sprites/graphics/cranes.png 10 90 09 65 64 -31 -34 32 sprites/graphics/cranes.png 80 90 09 65 64 -31 -34 33 sprites/graphics/cranes.png 150 90 09 65 64 -31 -34 34 sprites/graphics/cranes.png 220 90 09 65 64 -31 -34 35 sprites/graphics/trucks_small.png 10 90 09 65 64 -31 -34 36 sprites/graphics/trucks_small.png 80 90 09 65 64 -31 -34 37 sprites/graphics/trucks_small.png 150 90 09 65 64 -31 -34 38 sprites/graphics/trucks_small.png 220 90 09 65 64 -31 -34 39 sprites/graphics/structures.png 10 90 09 65 64 -31 -34 40 sprites/graphics/structures.png 80 90 09 65 64 -31 -34 41 sprites/graphics/structures.png 150 90 09 65 64 -31 -34 42 sprites/graphics/structures.png 220 90 09 65 64 -31 -34 43 sprites/graphics/forklifts_small.png 10 90 09 65 64 -31 -34 44 sprites/graphics/forklifts_small.png 80 90 09 65 64 -31 -34 45 sprites/graphics/forklifts_small.png 150 90 09 65 64 -31 -34 46 sprites/graphics/forklifts_small.png 220 90 09 65 64 -31 -34 //concrete 47 sprites/graphics/groundtiles.png 80 50 09 31 64 -31 0 48 sprites/graphics/groundtiles.png 80 90 09 31 64 -31 0 49 sprites/graphics/groundtiles.png 80 130 09 31 64 -31 0 50 sprites/graphics/groundtiles.png 80 170 09 31 64 -31 0 //cobble 51 sprites/graphics/groundtiles.png 150 50 09 31 64 -31 0 52 sprites/graphics/groundtiles.png 150 90 09 31 64 -31 0 53 sprites/graphics/groundtiles.png 150 130 09 31 64 -31 0 54 sprites/graphics/groundtiles.png 150 170 09 31 64 -31 0 //mud 55 sprites/graphics/groundtiles.png 10 50 09 31 64 -31 0 56 sprites/graphics/groundtiles.png 10 90 09 31 64 -31 0 57 sprites/graphics/groundtiles.png 10 130 09 31 64 -31 0 58 sprites/graphics/groundtiles.png 10 170 09 31 64 -31 0 //clay 59 sprites/graphics/groundtiles.png 220 50 09 31 64 -31 0 60 sprites/graphics/groundtiles.png 220 90 09 31 64 -31 0 61 sprites/graphics/groundtiles.png 220 130 09 31 64 -31 0 62 sprites/graphics/groundtiles.png 220 170 09 31 64 -31 0 //slabs 63 sprites/graphics/groundtiles.png 360 50 09 31 64 -31 0 64 sprites/graphics/groundtiles.png 360 90 09 31 64 -31 0 65 sprites/graphics/groundtiles.png 360 130 09 31 64 -31 0 66 sprites/graphics/groundtiles.png 360 170 09 31 64 -31 0 // ground sprites for non-track tiles 67 sprites/graphics/groundtiles.png 80 10 09 31 64 -31 0 68 sprites/graphics/groundtiles.png 150 10 09 31 64 -31 0 69 sprites/graphics/groundtiles.png 10 10 09 31 64 -31 0 70 sprites/graphics/groundtiles.png 220 10 09 31 64 -31 0 71 sprites/graphics/groundtiles.png 360 10 09 31 64 -31 0 72 * 9 0D 22 \D+ 22 FF \d82 73 * 9 09 22 4 \7< \d165 00 // Skip back to action10 above if tmp1 < 165 # 16 "" 2 // 'magic' tiles # 1 "sprites/nfo/tiles/cobble_FIRS.pnfo" 1 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 1 # 31 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 74 * 562 06 20 82 \b92 20 82 \b127 20 82 \b162 20 82 \b197 20 82 \b232 20 82 \b242 20 82 \b*277 20 82 \b*287 20 82 \b*412 20 82 \b*467 20 82 \b*522 20 82 \b*577 20 82 \b*632 20 82 \b*642 20 82 \b*697 20 82 \b*707 20 82 \b22 20 82 \b32 20 82 \b47 20 82 \b57 20 82 \b72 20 82 \b82 20 82 \b107 20 82 \b117 20 82 \b142 20 82 \b152 20 82 \b177 20 82 \b187 20 82 \b212 20 82 \b222 20 82 \b*257 20 82 \b*267 20 82 \b*302 20 82 \b*312 20 82 \b*347 20 82 \b*357 20 82 \b*392 20 82 \b*402 20 82 \b*447 20 82 \b*457 20 82 \b*502 20 82 \b*512 20 82 \b*557 20 82 \b*567 20 82 \b*612 20 82 \b*622 20 82 \b*677 20 82 \b*687 20 82 \b*742 20 82 \b*752 20 82 \b*762 20 82 \b*777 20 82 \b*787 20 82 \b*797 20 82 \b*812 20 82 \b*822 20 82 \b*832 20 82 \b*847 20 82 \b*857 20 82 \b*867 20 82 \b*882 20 82 \b*892 20 82 \b*902 20 82 \b*917 20 82 \b*927 20 82 \b*937 20 82 \b*952 20 82 \b*962 20 82 \b*972 20 82 \b*987 20 82 \b*997 20 82 \b*1007 //cranes 20 82 \b*1022 20 82 \b*1032 20 82 \b*1042 20 82 \b*1057 20 82 \b*1067 20 82 \b*1077 20 82 \b*1092 20 82 \b*1102 20 82 \b*1112 20 82 \b*1127 20 82 \b*1137 20 82 \b*1147 //truck 20 82 \b*1162 20 82 \b*1172 20 82 \b*1182 20 82 \b*1197 20 82 \b*1207 20 82 \b*1217 20 82 \b*1232 20 82 \b*1242 20 82 \b*1252 20 82 \b*1267 20 82 \b*1277 20 82 \b*1287 //building 20 82 \b*1302 20 82 \b*1312 20 82 \b*1322 20 82 \b*1337 20 82 \b*1347 20 82 \b*1357 20 82 \b*1372 20 82 \b*1382 20 82 \b*1392 20 82 \b*1407 20 82 \b*1417 20 82 \b*1427 //forklift 20 82 \b*1442 20 82 \b*1452 20 82 \b*1462 20 82 \b*1477 20 82 \b*1487 20 82 \b*1497 20 82 \b*1512 20 82 \b*1522 20 82 \b*1532 20 82 \b*1547 20 82 \b*1557 20 82 \b*1567 FF 75 * 1579 00 04 \b5 \b1 04 08 "CHPS" // Class ID - groups stations in menu 09 28 // 40 different tiles //Basic layout without a buffer \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 80 // end of building sprite list //Basic layout with a buffer at north end \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 80 // end of building sprite list //Basic layout with a buffer at south end \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 80 // end of building sprite list //Basic layout with a buffer at both ends \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 80 // end of building sprite list //Basic layout without a buffer and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with a buffer at north end and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with a buffer at south end and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with a buffer at both ends and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with building at south end of platform \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000004 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx80000006 80 // end of building sprite list //Basic layout with building at north end of platform \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000005 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx80000007 80 // end of building sprite list //Basic layout with building at south end of platform on the other side \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 0C 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000008 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 0C 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx8000000A 80 // end of building sprite list //Basic layout with building at north end of platform on the other side \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 0C 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000009 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 0C 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx8000000B 80 // end of building sprite list //Basic layout with crane \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx8000800C 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000800E 80 // end of building sprite list //Basic layout with crane \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx8000800D 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000800F 80 // end of building sprite list //Basic layout with truck \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008010 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008012 80 // end of building sprite list //Basic layout with truck \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008011 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008013 80 // end of building sprite list //Basic layout with building \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008014 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008016 80 // end of building sprite list //Basic layout with building \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008015 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008017 80 // end of building sprite list //Basic layout with forklift \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008018 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000801A 80 // end of building sprite list //Basic layout with forklift \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000020 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000021 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008019 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000022 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000023 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000801B 80 // end of building sprite list 0B 03 // callback flags 10 \w500 // little / lots threshold for cargo display 11 FF // show pylons 76 * 26 02 04 40 81 // random crane/truck/building/forklift 49 26 0C \2+ 5F 37 02 \2+ 5F 28 0F \2% 1A 20 10 \2+ 1A 00 18 \b0 \wx8018 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 77 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 78 sprites/graphics/lumber_cargo.png 10 90 09 65 64 -31 -34 79 sprites/graphics/lumber_cargo.png 10 170 09 65 64 -54 -46 80 sprites/graphics/lumber_cargo.png 150 90 09 65 64 -31 -34 81 sprites/graphics/lumber_cargo.png 150 170 09 65 64 -8 -46 82 sprites/graphics/lumber_cargo.png 80 90 09 65 64 -31 -34 83 sprites/graphics/lumber_cargo.png 80 170 09 65 64 -54 -46 84 sprites/graphics/lumber_cargo.png 220 90 09 65 64 -31 -34 85 sprites/graphics/lumber_cargo.png 220 170 09 65 64 -8 -46 86 * 9 02 04 00 01 01 \w0 \w1 87 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 88 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 89 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 90 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 91 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 92 * 23 02 04 A0 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 93 * 18 02 04 A0 81 1A 20 00 \2sto 1A 00 00 01 A0 00 00 00 A0 00 # 717 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 94 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 95 sprites/graphics/scrap_metal_cargo.png 10 90 09 65 64 -31 -34 96 sprites/graphics/scrap_metal_cargo.png 10 170 09 65 64 -54 -46 97 sprites/graphics/scrap_metal_cargo.png 150 90 09 65 64 -31 -34 98 sprites/graphics/scrap_metal_cargo.png 150 170 09 65 64 -8 -46 99 sprites/graphics/scrap_metal_cargo.png 80 90 09 65 64 -31 -34 100 sprites/graphics/scrap_metal_cargo.png 80 170 09 65 64 -54 -46 101 sprites/graphics/scrap_metal_cargo.png 220 90 09 65 64 -31 -34 102 sprites/graphics/scrap_metal_cargo.png 220 170 09 65 64 -8 -46 103 * 9 02 04 00 01 01 \w0 \w1 104 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 105 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 106 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 107 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 108 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 109 * 23 02 04 A1 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 110 * 18 02 04 A1 81 1A 20 00 \2sto 1A 00 00 01 A1 00 00 00 A1 00 # 721 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 111 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 112 sprites/graphics/crates_cargo.png 10 90 09 65 64 -31 -34 113 sprites/graphics/crates_cargo.png 10 170 09 65 64 -54 -46 114 sprites/graphics/crates_cargo.png 150 90 09 65 64 -31 -34 115 sprites/graphics/crates_cargo.png 150 170 09 65 64 -8 -46 116 sprites/graphics/crates_cargo.png 80 90 09 65 64 -31 -34 117 sprites/graphics/crates_cargo.png 80 170 09 65 64 -54 -46 118 sprites/graphics/crates_cargo.png 220 90 09 65 64 -31 -34 119 sprites/graphics/crates_cargo.png 220 170 09 65 64 -8 -46 120 * 9 02 04 00 01 01 \w0 \w1 121 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 122 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 123 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 124 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 125 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 126 * 23 02 04 A2 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 127 * 18 02 04 A2 81 1A 20 00 \2sto 1A 00 00 01 A2 00 00 00 A2 00 # 725 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 128 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 129 sprites/graphics/stone_cargo.png 10 90 09 65 64 -31 -34 130 sprites/graphics/stone_cargo.png 10 170 09 65 64 -54 -46 131 sprites/graphics/stone_cargo.png 150 90 09 65 64 -31 -34 132 sprites/graphics/stone_cargo.png 150 170 09 65 64 -8 -46 133 sprites/graphics/stone_cargo.png 80 90 09 65 64 -31 -34 134 sprites/graphics/stone_cargo.png 80 170 09 65 64 -54 -46 135 sprites/graphics/stone_cargo.png 220 90 09 65 64 -31 -34 136 sprites/graphics/stone_cargo.png 220 170 09 65 64 -8 -46 137 * 9 02 04 00 01 01 \w0 \w1 138 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 139 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 140 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 141 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 142 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 143 * 23 02 04 A3 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 144 * 18 02 04 A3 81 1A 20 00 \2sto 1A 00 00 01 A3 00 00 00 A3 00 # 729 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 145 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 146 sprites/graphics/sand_cargo.png 10 90 09 65 64 -31 -34 147 sprites/graphics/sand_cargo.png 10 170 09 65 64 -54 -46 148 sprites/graphics/sand_cargo.png 150 90 09 65 64 -31 -34 149 sprites/graphics/sand_cargo.png 150 170 09 65 64 -8 -46 150 sprites/graphics/sand_cargo.png 80 90 09 65 64 -31 -34 151 sprites/graphics/sand_cargo.png 80 170 09 65 64 -54 -46 152 sprites/graphics/sand_cargo.png 220 90 09 65 64 -31 -34 153 sprites/graphics/sand_cargo.png 220 170 09 65 64 -8 -46 154 * 9 02 04 00 01 01 \w0 \w1 155 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 156 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 157 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 158 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 159 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 160 * 23 02 04 A4 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 161 * 18 02 04 A4 81 1A 20 00 \2sto 1A 00 00 01 A4 00 00 00 A4 00 # 733 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 162 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 163 sprites/graphics/clay_cargo.png 10 90 09 65 64 -31 -34 164 sprites/graphics/clay_cargo.png 10 170 09 65 64 -54 -46 165 sprites/graphics/clay_cargo.png 150 90 09 65 64 -31 -34 166 sprites/graphics/clay_cargo.png 150 170 09 65 64 -8 -46 167 sprites/graphics/clay_cargo.png 80 90 09 65 64 -31 -34 168 sprites/graphics/clay_cargo.png 80 170 09 65 64 -54 -46 169 sprites/graphics/clay_cargo.png 220 90 09 65 64 -31 -34 170 sprites/graphics/clay_cargo.png 220 170 09 65 64 -8 -46 171 * 9 02 04 00 01 01 \w0 \w1 172 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 173 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 174 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 175 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 176 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 177 * 23 02 04 A5 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 178 * 18 02 04 A5 81 1A 20 00 \2sto 1A 00 00 01 A5 00 00 00 A5 00 # 737 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 179 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 180 sprites/graphics/coal_cargo.png 10 90 09 65 64 -31 -34 181 sprites/graphics/coal_cargo.png 10 170 09 65 64 -54 -46 182 sprites/graphics/coal_cargo.png 150 90 09 65 64 -31 -34 183 sprites/graphics/coal_cargo.png 150 170 09 65 64 -8 -46 184 sprites/graphics/coal_cargo.png 80 90 09 65 64 -31 -34 185 sprites/graphics/coal_cargo.png 80 170 09 65 64 -54 -46 186 sprites/graphics/coal_cargo.png 220 90 09 65 64 -31 -34 187 sprites/graphics/coal_cargo.png 220 170 09 65 64 -8 -46 188 * 9 02 04 00 01 01 \w0 \w1 189 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 190 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 191 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 192 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 193 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 194 * 23 02 04 A6 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 195 * 18 02 04 A6 81 1A 20 00 \2sto 1A 00 00 01 A6 00 00 00 A6 00 # 741 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 196 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 197 sprites/graphics/iron_ore_cargo.png 10 90 09 65 64 -31 -34 198 sprites/graphics/iron_ore_cargo.png 10 170 09 65 64 -54 -46 199 sprites/graphics/iron_ore_cargo.png 150 90 09 65 64 -31 -34 200 sprites/graphics/iron_ore_cargo.png 150 170 09 65 64 -8 -46 201 sprites/graphics/iron_ore_cargo.png 80 90 09 65 64 -31 -34 202 sprites/graphics/iron_ore_cargo.png 80 170 09 65 64 -54 -46 203 sprites/graphics/iron_ore_cargo.png 220 90 09 65 64 -31 -34 204 sprites/graphics/iron_ore_cargo.png 220 170 09 65 64 -8 -46 205 * 9 02 04 00 01 01 \w0 \w1 206 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 207 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 208 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 209 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 210 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 211 * 23 02 04 A7 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 212 * 18 02 04 A7 81 1A 20 00 \2sto 1A 00 00 01 A7 00 00 00 A7 00 # 745 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 213 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 214 sprites/graphics/wood_cargo.png 10 90 09 65 64 -31 -34 215 sprites/graphics/wood_cargo.png 10 170 09 65 64 -54 -46 216 sprites/graphics/wood_cargo.png 150 90 09 65 64 -31 -34 217 sprites/graphics/wood_cargo.png 150 170 09 65 64 -8 -46 218 sprites/graphics/wood_cargo.png 80 90 09 65 64 -31 -34 219 sprites/graphics/wood_cargo.png 80 170 09 65 64 -54 -46 220 sprites/graphics/wood_cargo.png 220 90 09 65 64 -31 -34 221 sprites/graphics/wood_cargo.png 220 170 09 65 64 -8 -46 222 * 9 02 04 00 01 01 \w0 \w1 223 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 224 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 225 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 226 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 227 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 228 * 23 02 04 A8 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 229 * 18 02 04 A8 81 1A 20 00 \2sto 1A 00 00 01 A8 00 00 00 A8 00 # 749 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 230 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 231 sprites/graphics/barrels_cargo.png 10 90 09 65 64 -31 -34 232 sprites/graphics/barrels_cargo.png 10 170 09 65 64 -54 -46 233 sprites/graphics/barrels_cargo.png 150 90 09 65 64 -31 -34 234 sprites/graphics/barrels_cargo.png 150 170 09 65 64 -8 -46 235 sprites/graphics/barrels_cargo.png 80 90 09 65 64 -31 -34 236 sprites/graphics/barrels_cargo.png 80 170 09 65 64 -54 -46 237 sprites/graphics/barrels_cargo.png 220 90 09 65 64 -31 -34 238 sprites/graphics/barrels_cargo.png 220 170 09 65 64 -8 -46 239 * 9 02 04 00 01 01 \w0 \w1 240 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 241 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 242 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 243 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 244 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 245 * 23 02 04 A9 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 246 * 18 02 04 A9 81 1A 20 00 \2sto 1A 00 00 01 A9 00 00 00 A9 00 # 753 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 247 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 248 sprites/graphics/metal_cargo.png 10 90 09 65 64 -31 -34 249 sprites/graphics/metal_cargo.png 10 170 09 65 64 -54 -46 250 sprites/graphics/metal_cargo.png 150 90 09 65 64 -31 -34 251 sprites/graphics/metal_cargo.png 150 170 09 65 64 -8 -46 252 sprites/graphics/metal_cargo.png 80 90 09 65 64 -31 -34 253 sprites/graphics/metal_cargo.png 80 170 09 65 64 -54 -46 254 sprites/graphics/metal_cargo.png 220 90 09 65 64 -31 -34 255 sprites/graphics/metal_cargo.png 220 170 09 65 64 -8 -46 256 * 9 02 04 00 01 01 \w0 \w1 257 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 258 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 259 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 260 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 261 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 262 * 23 02 04 AA 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 263 * 18 02 04 AA 81 1A 20 00 \2sto 1A 00 00 01 AA 00 00 00 AA 00 # 757 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 264 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 265 sprites/graphics/fruit_vegetable_cargo.png 10 90 09 65 64 -31 -34 266 sprites/graphics/fruit_vegetable_cargo.png 10 170 09 65 64 -54 -46 267 sprites/graphics/fruit_vegetable_cargo.png 150 90 09 65 64 -31 -34 268 sprites/graphics/fruit_vegetable_cargo.png 150 170 09 65 64 -8 -46 269 sprites/graphics/fruit_vegetable_cargo.png 80 90 09 65 64 -31 -34 270 sprites/graphics/fruit_vegetable_cargo.png 80 170 09 65 64 -54 -46 271 sprites/graphics/fruit_vegetable_cargo.png 220 90 09 65 64 -31 -34 272 sprites/graphics/fruit_vegetable_cargo.png 220 170 09 65 64 -8 -46 273 * 9 02 04 00 01 01 \w0 \w1 274 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 275 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 276 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 277 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 278 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 279 * 23 02 04 AB 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 280 * 18 02 04 AB 81 1A 20 00 \2sto 1A 00 00 01 AB 00 00 00 AB 00 # 761 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 281 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 282 sprites/graphics/barrels_bare_metal_cargo.png 10 90 09 65 64 -31 -34 283 sprites/graphics/barrels_bare_metal_cargo.png 10 170 09 65 64 -54 -46 284 sprites/graphics/barrels_bare_metal_cargo.png 150 90 09 65 64 -31 -34 285 sprites/graphics/barrels_bare_metal_cargo.png 150 170 09 65 64 -8 -46 286 sprites/graphics/barrels_bare_metal_cargo.png 80 90 09 65 64 -31 -34 287 sprites/graphics/barrels_bare_metal_cargo.png 80 170 09 65 64 -54 -46 288 sprites/graphics/barrels_bare_metal_cargo.png 220 90 09 65 64 -31 -34 289 sprites/graphics/barrels_bare_metal_cargo.png 220 170 09 65 64 -8 -46 290 * 9 02 04 00 01 01 \w0 \w1 291 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 292 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 293 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 294 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 295 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 296 * 23 02 04 AC 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 297 * 18 02 04 AC 81 1A 20 00 \2sto 1A 00 00 01 AC 00 00 00 AC 00 # 765 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 298 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 299 sprites/graphics/alcohol_cargo.png 10 90 09 65 64 -31 -34 300 sprites/graphics/alcohol_cargo.png 10 170 09 65 64 -54 -46 301 sprites/graphics/alcohol_cargo.png 150 90 09 65 64 -31 -34 302 sprites/graphics/alcohol_cargo.png 150 170 09 65 64 -8 -46 303 sprites/graphics/alcohol_cargo.png 80 90 09 65 64 -31 -34 304 sprites/graphics/alcohol_cargo.png 80 170 09 65 64 -54 -46 305 sprites/graphics/alcohol_cargo.png 220 90 09 65 64 -31 -34 306 sprites/graphics/alcohol_cargo.png 220 170 09 65 64 -8 -46 307 * 9 02 04 00 01 01 \w0 \w1 308 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 309 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 310 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 311 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 312 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 313 * 23 02 04 AD 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 314 * 18 02 04 AD 81 1A 20 00 \2sto 1A 00 00 01 AD 00 00 00 AD 00 # 769 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 315 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 316 sprites/graphics/crates_white_cargo.png 10 90 09 65 64 -31 -34 317 sprites/graphics/crates_white_cargo.png 10 170 09 65 64 -54 -46 318 sprites/graphics/crates_white_cargo.png 150 90 09 65 64 -31 -34 319 sprites/graphics/crates_white_cargo.png 150 170 09 65 64 -8 -46 320 sprites/graphics/crates_white_cargo.png 80 90 09 65 64 -31 -34 321 sprites/graphics/crates_white_cargo.png 80 170 09 65 64 -54 -46 322 sprites/graphics/crates_white_cargo.png 220 90 09 65 64 -31 -34 323 sprites/graphics/crates_white_cargo.png 220 170 09 65 64 -8 -46 324 * 9 02 04 00 01 01 \w0 \w1 325 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 326 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 327 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 328 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 329 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 330 * 23 02 04 AE 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 331 * 18 02 04 AE 81 1A 20 00 \2sto 1A 00 00 01 AE 00 00 00 AE 00 # 773 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 332 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 333 sprites/graphics/bauxite_cargo.png 10 90 09 65 64 -31 -34 334 sprites/graphics/bauxite_cargo.png 10 170 09 65 64 -54 -46 335 sprites/graphics/bauxite_cargo.png 150 90 09 65 64 -31 -34 336 sprites/graphics/bauxite_cargo.png 150 170 09 65 64 -8 -46 337 sprites/graphics/bauxite_cargo.png 80 90 09 65 64 -31 -34 338 sprites/graphics/bauxite_cargo.png 80 170 09 65 64 -54 -46 339 sprites/graphics/bauxite_cargo.png 220 90 09 65 64 -31 -34 340 sprites/graphics/bauxite_cargo.png 220 170 09 65 64 -8 -46 341 * 9 02 04 00 01 01 \w0 \w1 342 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 343 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 344 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 345 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 346 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 347 * 23 02 04 AF 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 348 * 18 02 04 AF 81 1A 20 00 \2sto 1A 00 00 01 AF 00 00 00 AF 00 # 777 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 349 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 350 sprites/graphics/copper_ore_cargo.png 10 90 09 65 64 -31 -34 351 sprites/graphics/copper_ore_cargo.png 10 170 09 65 64 -54 -46 352 sprites/graphics/copper_ore_cargo.png 150 90 09 65 64 -31 -34 353 sprites/graphics/copper_ore_cargo.png 150 170 09 65 64 -8 -46 354 sprites/graphics/copper_ore_cargo.png 80 90 09 65 64 -31 -34 355 sprites/graphics/copper_ore_cargo.png 80 170 09 65 64 -54 -46 356 sprites/graphics/copper_ore_cargo.png 220 90 09 65 64 -31 -34 357 sprites/graphics/copper_ore_cargo.png 220 170 09 65 64 -8 -46 358 * 9 02 04 00 01 01 \w0 \w1 359 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 360 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 361 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 362 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 363 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 364 * 23 02 04 C0 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 365 * 18 02 04 C0 81 1A 20 00 \2sto 1A 00 00 01 C0 00 00 00 C0 00 # 781 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 366 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 367 sprites/graphics/rubber_cargo.png 10 90 09 65 64 -31 -34 368 sprites/graphics/rubber_cargo.png 10 170 09 65 64 -54 -46 369 sprites/graphics/rubber_cargo.png 150 90 09 65 64 -31 -34 370 sprites/graphics/rubber_cargo.png 150 170 09 65 64 -8 -46 371 sprites/graphics/rubber_cargo.png 80 90 09 65 64 -31 -34 372 sprites/graphics/rubber_cargo.png 80 170 09 65 64 -54 -46 373 sprites/graphics/rubber_cargo.png 220 90 09 65 64 -31 -34 374 sprites/graphics/rubber_cargo.png 220 170 09 65 64 -8 -46 375 * 9 02 04 00 01 01 \w0 \w1 376 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 377 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 378 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 379 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 380 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 381 * 23 02 04 C1 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 382 * 18 02 04 C1 81 1A 20 00 \2sto 1A 00 00 01 C1 00 00 00 C1 00 # 785 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 383 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 384 sprites/graphics/sugar_cargo.png 10 90 09 65 64 -31 -34 385 sprites/graphics/sugar_cargo.png 10 170 09 65 64 -54 -46 386 sprites/graphics/sugar_cargo.png 150 90 09 65 64 -31 -34 387 sprites/graphics/sugar_cargo.png 150 170 09 65 64 -8 -46 388 sprites/graphics/sugar_cargo.png 80 90 09 65 64 -31 -34 389 sprites/graphics/sugar_cargo.png 80 170 09 65 64 -54 -46 390 sprites/graphics/sugar_cargo.png 220 90 09 65 64 -31 -34 391 sprites/graphics/sugar_cargo.png 220 170 09 65 64 -8 -46 392 * 9 02 04 00 01 01 \w0 \w1 393 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 394 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 395 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 396 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 397 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 398 * 23 02 04 C2 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 399 * 18 02 04 C2 81 1A 20 00 \2sto 1A 00 00 01 C2 00 00 00 C2 00 # 789 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 400 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 401 sprites/graphics/coffee_cargo.png 10 90 09 65 64 -31 -34 402 sprites/graphics/coffee_cargo.png 10 170 09 65 64 -54 -46 403 sprites/graphics/coffee_cargo.png 150 90 09 65 64 -31 -34 404 sprites/graphics/coffee_cargo.png 150 170 09 65 64 -8 -46 405 sprites/graphics/coffee_cargo.png 80 90 09 65 64 -31 -34 406 sprites/graphics/coffee_cargo.png 80 170 09 65 64 -54 -46 407 sprites/graphics/coffee_cargo.png 220 90 09 65 64 -31 -34 408 sprites/graphics/coffee_cargo.png 220 170 09 65 64 -8 -46 409 * 9 02 04 00 01 01 \w0 \w1 410 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 411 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 412 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 413 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 414 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 415 * 23 02 04 C3 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 416 * 18 02 04 C3 81 1A 20 00 \2sto 1A 00 00 01 C3 00 00 00 C3 00 # 793 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 417 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 418 sprites/graphics/sugarcane_cargo.png 10 90 09 65 64 -31 -34 419 sprites/graphics/sugarcane_cargo.png 10 170 09 65 64 -54 -46 420 sprites/graphics/sugarcane_cargo.png 150 90 09 65 64 -31 -34 421 sprites/graphics/sugarcane_cargo.png 150 170 09 65 64 -8 -46 422 sprites/graphics/sugarcane_cargo.png 80 90 09 65 64 -31 -34 423 sprites/graphics/sugarcane_cargo.png 80 170 09 65 64 -54 -46 424 sprites/graphics/sugarcane_cargo.png 220 90 09 65 64 -31 -34 425 sprites/graphics/sugarcane_cargo.png 220 170 09 65 64 -8 -46 426 * 9 02 04 00 01 01 \w0 \w1 427 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 428 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 429 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 430 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 431 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 432 * 23 02 04 C4 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 433 * 18 02 04 C4 81 1A 20 00 \2sto 1A 00 00 01 C4 00 00 00 C4 00 # 797 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 434 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 435 sprites/graphics/nitrates_cargo.png 10 90 09 65 64 -31 -34 436 sprites/graphics/nitrates_cargo.png 10 170 09 65 64 -54 -46 437 sprites/graphics/nitrates_cargo.png 150 90 09 65 64 -31 -34 438 sprites/graphics/nitrates_cargo.png 150 170 09 65 64 -8 -46 439 sprites/graphics/nitrates_cargo.png 80 90 09 65 64 -31 -34 440 sprites/graphics/nitrates_cargo.png 80 170 09 65 64 -54 -46 441 sprites/graphics/nitrates_cargo.png 220 90 09 65 64 -31 -34 442 sprites/graphics/nitrates_cargo.png 220 170 09 65 64 -8 -46 443 * 9 02 04 00 01 01 \w0 \w1 444 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 445 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 446 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 447 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 448 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 449 * 23 02 04 C5 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 450 * 18 02 04 C5 81 1A 20 00 \2sto 1A 00 00 01 C5 00 00 00 C5 00 # 801 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 451 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 452 sprites/graphics/sugar_beet_cargo.png 10 90 09 65 64 -31 -34 453 sprites/graphics/sugar_beet_cargo.png 10 170 09 65 64 -54 -46 454 sprites/graphics/sugar_beet_cargo.png 150 90 09 65 64 -31 -34 455 sprites/graphics/sugar_beet_cargo.png 150 170 09 65 64 -8 -46 456 sprites/graphics/sugar_beet_cargo.png 80 90 09 65 64 -31 -34 457 sprites/graphics/sugar_beet_cargo.png 80 170 09 65 64 -54 -46 458 sprites/graphics/sugar_beet_cargo.png 220 90 09 65 64 -31 -34 459 sprites/graphics/sugar_beet_cargo.png 220 170 09 65 64 -8 -46 460 * 9 02 04 00 01 01 \w0 \w1 461 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 462 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 463 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 464 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 465 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 466 * 23 02 04 C6 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 467 * 18 02 04 C6 81 1A 20 00 \2sto 1A 00 00 01 C6 00 00 00 C6 00 # 805 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 468 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 469 sprites/graphics/paper_cargo.png 10 90 09 65 64 -31 -34 470 sprites/graphics/paper_cargo.png 10 170 09 65 64 -54 -46 471 sprites/graphics/paper_cargo.png 150 90 09 65 64 -31 -34 472 sprites/graphics/paper_cargo.png 150 170 09 65 64 -8 -46 473 sprites/graphics/paper_cargo.png 80 90 09 65 64 -31 -34 474 sprites/graphics/paper_cargo.png 80 170 09 65 64 -54 -46 475 sprites/graphics/paper_cargo.png 220 90 09 65 64 -31 -34 476 sprites/graphics/paper_cargo.png 220 170 09 65 64 -8 -46 477 * 9 02 04 00 01 01 \w0 \w1 478 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 479 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 480 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 481 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 482 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 483 * 23 02 04 C7 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 484 * 18 02 04 C7 81 1A 20 00 \2sto 1A 00 00 01 C7 00 00 00 C7 00 # 809 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 485 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 486 sprites/graphics/pyrite_ore_cargo.png 10 90 09 65 64 -31 -34 487 sprites/graphics/pyrite_ore_cargo.png 10 170 09 65 64 -54 -46 488 sprites/graphics/pyrite_ore_cargo.png 150 90 09 65 64 -31 -34 489 sprites/graphics/pyrite_ore_cargo.png 150 170 09 65 64 -8 -46 490 sprites/graphics/pyrite_ore_cargo.png 80 90 09 65 64 -31 -34 491 sprites/graphics/pyrite_ore_cargo.png 80 170 09 65 64 -54 -46 492 sprites/graphics/pyrite_ore_cargo.png 220 90 09 65 64 -31 -34 493 sprites/graphics/pyrite_ore_cargo.png 220 170 09 65 64 -8 -46 494 * 9 02 04 00 01 01 \w0 \w1 495 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 496 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 497 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 498 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 499 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 500 * 23 02 04 C8 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 501 * 18 02 04 C8 81 1A 20 00 \2sto 1A 00 00 01 C8 00 00 00 C8 00 # 813 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 502 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 503 sprites/graphics/phosphate_cargo.png 10 90 09 65 64 -31 -34 504 sprites/graphics/phosphate_cargo.png 10 170 09 65 64 -54 -46 505 sprites/graphics/phosphate_cargo.png 150 90 09 65 64 -31 -34 506 sprites/graphics/phosphate_cargo.png 150 170 09 65 64 -8 -46 507 sprites/graphics/phosphate_cargo.png 80 90 09 65 64 -31 -34 508 sprites/graphics/phosphate_cargo.png 80 170 09 65 64 -54 -46 509 sprites/graphics/phosphate_cargo.png 220 90 09 65 64 -31 -34 510 sprites/graphics/phosphate_cargo.png 220 170 09 65 64 -8 -46 511 * 9 02 04 00 01 01 \w0 \w1 512 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 513 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 514 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 515 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 516 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 517 * 23 02 04 C9 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 518 * 18 02 04 C9 81 1A 20 00 \2sto 1A 00 00 01 C9 00 00 00 C9 00 # 817 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 519 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 520 sprites/graphics/manganese_ore_cargo.png 10 90 09 65 64 -31 -34 521 sprites/graphics/manganese_ore_cargo.png 10 170 09 65 64 -54 -46 522 sprites/graphics/manganese_ore_cargo.png 150 90 09 65 64 -31 -34 523 sprites/graphics/manganese_ore_cargo.png 150 170 09 65 64 -8 -46 524 sprites/graphics/manganese_ore_cargo.png 80 90 09 65 64 -31 -34 525 sprites/graphics/manganese_ore_cargo.png 80 170 09 65 64 -54 -46 526 sprites/graphics/manganese_ore_cargo.png 220 90 09 65 64 -31 -34 527 sprites/graphics/manganese_ore_cargo.png 220 170 09 65 64 -8 -46 528 * 9 02 04 00 01 01 \w0 \w1 529 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 530 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 531 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 532 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 533 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 534 * 23 02 04 CA 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 535 * 18 02 04 CA 81 1A 20 00 \2sto 1A 00 00 01 CA 00 00 00 CA 00 # 821 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 536 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 537 sprites/graphics/vehicles_cargo.png 10 90 09 65 64 -31 -34 538 sprites/graphics/vehicles_cargo.png 10 170 09 65 64 -54 -46 539 sprites/graphics/vehicles_cargo.png 150 90 09 65 64 -31 -34 540 sprites/graphics/vehicles_cargo.png 150 170 09 65 64 -8 -46 541 sprites/graphics/vehicles_cargo.png 80 90 09 65 64 -31 -34 542 sprites/graphics/vehicles_cargo.png 80 170 09 65 64 -54 -46 543 sprites/graphics/vehicles_cargo.png 220 90 09 65 64 -31 -34 544 sprites/graphics/vehicles_cargo.png 220 170 09 65 64 -8 -46 545 * 9 02 04 00 01 01 \w0 \w1 546 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 547 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 548 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 549 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 550 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 551 * 23 02 04 CB 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 552 * 18 02 04 CB 81 1A 20 00 \2sto 1A 00 00 01 CB 00 00 00 CB 00 # 825 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 553 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 554 sprites/graphics/nuts_cargo.png 10 90 09 65 64 -31 -34 555 sprites/graphics/nuts_cargo.png 10 170 09 65 64 -54 -46 556 sprites/graphics/nuts_cargo.png 150 90 09 65 64 -31 -34 557 sprites/graphics/nuts_cargo.png 150 170 09 65 64 -8 -46 558 sprites/graphics/nuts_cargo.png 80 90 09 65 64 -31 -34 559 sprites/graphics/nuts_cargo.png 80 170 09 65 64 -54 -46 560 sprites/graphics/nuts_cargo.png 220 90 09 65 64 -31 -34 561 sprites/graphics/nuts_cargo.png 220 170 09 65 64 -8 -46 562 * 9 02 04 00 01 01 \w0 \w1 563 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 564 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 565 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 566 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 567 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 568 * 23 02 04 CC 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 569 * 18 02 04 CC 81 1A 20 00 \2sto 1A 00 00 01 CC 00 00 00 CC 00 # 829 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 570 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 571 sprites/graphics/cassava_cargo.png 10 90 09 65 64 -31 -34 572 sprites/graphics/cassava_cargo.png 10 170 09 65 64 -54 -46 573 sprites/graphics/cassava_cargo.png 150 90 09 65 64 -31 -34 574 sprites/graphics/cassava_cargo.png 150 170 09 65 64 -8 -46 575 sprites/graphics/cassava_cargo.png 80 90 09 65 64 -31 -34 576 sprites/graphics/cassava_cargo.png 80 170 09 65 64 -54 -46 577 sprites/graphics/cassava_cargo.png 220 90 09 65 64 -31 -34 578 sprites/graphics/cassava_cargo.png 220 170 09 65 64 -8 -46 579 * 9 02 04 00 01 01 \w0 \w1 580 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 581 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 582 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 583 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 584 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 585 * 23 02 04 CD 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 586 * 18 02 04 CD 81 1A 20 00 \2sto 1A 00 00 01 CD 00 00 00 CD 00 # 833 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 587 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 588 sprites/graphics/copper_cargo.png 10 90 09 65 64 -31 -34 589 sprites/graphics/copper_cargo.png 10 170 09 65 64 -54 -46 590 sprites/graphics/copper_cargo.png 150 90 09 65 64 -31 -34 591 sprites/graphics/copper_cargo.png 150 170 09 65 64 -8 -46 592 sprites/graphics/copper_cargo.png 80 90 09 65 64 -31 -34 593 sprites/graphics/copper_cargo.png 80 170 09 65 64 -54 -46 594 sprites/graphics/copper_cargo.png 220 90 09 65 64 -31 -34 595 sprites/graphics/copper_cargo.png 220 170 09 65 64 -8 -46 596 * 9 02 04 00 01 01 \w0 \w1 597 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 598 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 599 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 600 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 601 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 602 * 23 02 04 CE 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 603 * 18 02 04 CE 81 1A 20 00 \2sto 1A 00 00 01 CE 00 00 00 CE 00 # 837 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 604 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 605 sprites/graphics/slag_cargo.png 10 90 09 65 64 -31 -34 606 sprites/graphics/slag_cargo.png 10 170 09 65 64 -54 -46 607 sprites/graphics/slag_cargo.png 150 90 09 65 64 -31 -34 608 sprites/graphics/slag_cargo.png 150 170 09 65 64 -8 -46 609 sprites/graphics/slag_cargo.png 80 90 09 65 64 -31 -34 610 sprites/graphics/slag_cargo.png 80 170 09 65 64 -54 -46 611 sprites/graphics/slag_cargo.png 220 90 09 65 64 -31 -34 612 sprites/graphics/slag_cargo.png 220 170 09 65 64 -8 -46 613 * 9 02 04 00 01 01 \w0 \w1 614 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 615 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 616 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 617 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 618 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 619 * 23 02 04 CF 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 620 * 18 02 04 CF 81 1A 20 00 \2sto 1A 00 00 01 CF 00 00 00 CF 00 # 841 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 621 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 622 sprites/graphics/pipe_cargo.png 10 90 09 65 64 -31 -34 623 sprites/graphics/pipe_cargo.png 10 170 09 65 64 -54 -46 624 sprites/graphics/pipe_cargo.png 150 90 09 65 64 -31 -34 625 sprites/graphics/pipe_cargo.png 150 170 09 65 64 -8 -46 626 sprites/graphics/pipe_cargo.png 80 90 09 65 64 -31 -34 627 sprites/graphics/pipe_cargo.png 80 170 09 65 64 -54 -46 628 sprites/graphics/pipe_cargo.png 220 90 09 65 64 -31 -34 629 sprites/graphics/pipe_cargo.png 220 170 09 65 64 -8 -46 630 * 9 02 04 00 01 01 \w0 \w1 631 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 632 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 633 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 634 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 635 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 636 * 23 02 04 D0 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 637 * 18 02 04 D0 81 1A 20 00 \2sto 1A 00 00 01 D0 00 00 00 D0 00 # 845 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 638 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 639 sprites/graphics/sulphur_cargo.png 10 90 09 65 64 -31 -34 640 sprites/graphics/sulphur_cargo.png 10 170 09 65 64 -54 -46 641 sprites/graphics/sulphur_cargo.png 150 90 09 65 64 -31 -34 642 sprites/graphics/sulphur_cargo.png 150 170 09 65 64 -8 -46 643 sprites/graphics/sulphur_cargo.png 80 90 09 65 64 -31 -34 644 sprites/graphics/sulphur_cargo.png 80 170 09 65 64 -54 -46 645 sprites/graphics/sulphur_cargo.png 220 90 09 65 64 -31 -34 646 sprites/graphics/sulphur_cargo.png 220 170 09 65 64 -8 -46 647 * 9 02 04 00 01 01 \w0 \w1 648 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 649 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 650 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 651 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 652 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 653 * 23 02 04 D1 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 654 * 18 02 04 D1 81 1A 20 00 \2sto 1A 00 00 01 D1 00 00 00 D1 00 # 849 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 655 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 656 sprites/graphics/soda_ash_cargo.png 10 90 09 65 64 -31 -34 657 sprites/graphics/soda_ash_cargo.png 10 170 09 65 64 -54 -46 658 sprites/graphics/soda_ash_cargo.png 150 90 09 65 64 -31 -34 659 sprites/graphics/soda_ash_cargo.png 150 170 09 65 64 -8 -46 660 sprites/graphics/soda_ash_cargo.png 80 90 09 65 64 -31 -34 661 sprites/graphics/soda_ash_cargo.png 80 170 09 65 64 -54 -46 662 sprites/graphics/soda_ash_cargo.png 220 90 09 65 64 -31 -34 663 sprites/graphics/soda_ash_cargo.png 220 170 09 65 64 -8 -46 664 * 9 02 04 00 01 01 \w0 \w1 665 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 666 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 667 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 668 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 669 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 670 * 23 02 04 D2 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 671 * 18 02 04 D2 81 1A 20 00 \2sto 1A 00 00 01 D2 00 00 00 D2 00 # 853 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 672 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 673 sprites/graphics/cement_cargo.png 10 90 09 65 64 -31 -34 674 sprites/graphics/cement_cargo.png 10 170 09 65 64 -54 -46 675 sprites/graphics/cement_cargo.png 150 90 09 65 64 -31 -34 676 sprites/graphics/cement_cargo.png 150 170 09 65 64 -8 -46 677 sprites/graphics/cement_cargo.png 80 90 09 65 64 -31 -34 678 sprites/graphics/cement_cargo.png 80 170 09 65 64 -54 -46 679 sprites/graphics/cement_cargo.png 220 90 09 65 64 -31 -34 680 sprites/graphics/cement_cargo.png 220 170 09 65 64 -8 -46 681 * 9 02 04 00 01 01 \w0 \w1 682 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 683 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 684 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 685 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 686 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 687 * 23 02 04 D3 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 688 * 18 02 04 D3 81 1A 20 00 \2sto 1A 00 00 01 D3 00 00 00 D3 00 # 857 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 689 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 690 sprites/graphics/vehicle_bodies_cargo.png 10 90 09 65 64 -31 -34 691 sprites/graphics/vehicle_bodies_cargo.png 10 170 09 65 64 -54 -46 692 sprites/graphics/vehicle_bodies_cargo.png 150 90 09 65 64 -31 -34 693 sprites/graphics/vehicle_bodies_cargo.png 150 170 09 65 64 -8 -46 694 sprites/graphics/vehicle_bodies_cargo.png 80 90 09 65 64 -31 -34 695 sprites/graphics/vehicle_bodies_cargo.png 80 170 09 65 64 -54 -46 696 sprites/graphics/vehicle_bodies_cargo.png 220 90 09 65 64 -31 -34 697 sprites/graphics/vehicle_bodies_cargo.png 220 170 09 65 64 -8 -46 698 * 9 02 04 00 01 01 \w0 \w1 699 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 700 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 701 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 702 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 703 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 704 * 23 02 04 D4 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 705 * 18 02 04 D4 81 1A 20 00 \2sto 1A 00 00 01 D4 00 00 00 D4 00 # 861 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 706 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 707 sprites/graphics/peat_cargo.png 10 90 09 65 64 -31 -34 708 sprites/graphics/peat_cargo.png 10 170 09 65 64 -54 -46 709 sprites/graphics/peat_cargo.png 150 90 09 65 64 -31 -34 710 sprites/graphics/peat_cargo.png 150 170 09 65 64 -8 -46 711 sprites/graphics/peat_cargo.png 80 90 09 65 64 -31 -34 712 sprites/graphics/peat_cargo.png 80 170 09 65 64 -54 -46 713 sprites/graphics/peat_cargo.png 220 90 09 65 64 -31 -34 714 sprites/graphics/peat_cargo.png 220 170 09 65 64 -8 -46 715 * 9 02 04 00 01 01 \w0 \w1 716 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 717 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 718 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 719 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 720 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 721 * 23 02 04 D5 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 722 * 18 02 04 D5 81 1A 20 00 \2sto 1A 00 00 01 D5 00 00 00 D5 00 # 865 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 723 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 724 sprites/graphics/kaolin_cargo.png 10 90 09 65 64 -31 -34 725 sprites/graphics/kaolin_cargo.png 10 170 09 65 64 -54 -46 726 sprites/graphics/kaolin_cargo.png 150 90 09 65 64 -31 -34 727 sprites/graphics/kaolin_cargo.png 150 170 09 65 64 -8 -46 728 sprites/graphics/kaolin_cargo.png 80 90 09 65 64 -31 -34 729 sprites/graphics/kaolin_cargo.png 80 170 09 65 64 -54 -46 730 sprites/graphics/kaolin_cargo.png 220 90 09 65 64 -31 -34 731 sprites/graphics/kaolin_cargo.png 220 170 09 65 64 -8 -46 732 * 9 02 04 00 01 01 \w0 \w1 733 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 734 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 735 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 736 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 737 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 738 * 23 02 04 D6 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 739 * 18 02 04 D6 81 1A 20 00 \2sto 1A 00 00 01 D6 00 00 00 D6 00 # 869 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 740 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 741 sprites/graphics/limestone_cargo.png 10 90 09 65 64 -31 -34 742 sprites/graphics/limestone_cargo.png 10 170 09 65 64 -54 -46 743 sprites/graphics/limestone_cargo.png 150 90 09 65 64 -31 -34 744 sprites/graphics/limestone_cargo.png 150 170 09 65 64 -8 -46 745 sprites/graphics/limestone_cargo.png 80 90 09 65 64 -31 -34 746 sprites/graphics/limestone_cargo.png 80 170 09 65 64 -54 -46 747 sprites/graphics/limestone_cargo.png 220 90 09 65 64 -31 -34 748 sprites/graphics/limestone_cargo.png 220 170 09 65 64 -8 -46 749 * 9 02 04 00 01 01 \w0 \w1 750 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 751 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 752 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 753 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 754 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 755 * 23 02 04 D7 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 756 * 18 02 04 D7 81 1A 20 00 \2sto 1A 00 00 01 D7 00 00 00 D7 00 # 873 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 757 * 18 02 04 20 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8000 // no crane 758 * 14 02 04 20 81 // check for crane 49 10 0F // total platform length \b1 \wx8000 00 04 // for platforms <= length 4, no crane \wx20 759 * 22 02 04 20 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx20 760 * 22 02 04 20 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx20 // no building at south, maybe at north end? 761 * 22 02 04 20 81 45 00 03 \b3 \wx8002 01 01 // buffer at north end \wx8004 02 02 // buffer at south end \wx8006 00 00 // buffer at both north and south \wx20 // no buffers, maybe some building 762 * 17 02 04 B0 85 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx20 \wx14 \wx14 \wx00 // Set temp register 0 to 0 763 * 18 02 04 B0 81 1A 20 00 \2sto 1A 00 00 01 \wxB0 00 00 \wxB0 764 * 23 02 04 B1 85 // Menu graphics 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx8000 \wx14 \wx14 \wx00 // Set temp register 0 to 0 765 * 18 02 04 B1 81 1A 20 00 \2sto 1A 00 00 01 \wxB1 00 00 \wxB1 // Action 3 # 1 "sprites/nfo/tiles/../templates/simple_action_3.tnfo" 1 // byte is index in cargotable, word is THIS_SET_ID define above 766 * 208 03 04 01 04 \b67 00 \wxA0 // cargo: WDPR 01 \wxA1 // cargo: SCRP 03 \wxA8 // cargo: WOOD 05 \wxAA // cargo: STEL 07 \wxA2 // cargo: BRCK 08 \wxA2 // cargo: FICR 0C \wxAB // cargo: FRUT 0D \wxAB // cargo: FRVG 0E \wxAE // cargo: FOOD 0F \wxA2 // cargo: FICR 10 \wxC1 // cargo: RUBR 11 \wxA9 // cargo: RFPR 12 \wxA9 // cargo: PETR 13 \wxA9 // cargo: OIL_ 14 \wxA2 // cargo: GOOD 16 \wxAC // cargo: MILK 17 \wxA6 // cargo: COAL 18 \wxA7 // cargo: IORE 19 \wxAF // cargo: AORE 1A \wxA5 // cargo: CLAY 1B \wxA3 // cargo: GRVL 1C \wxA4 // cargo: SAND 1E \wxC6 // cargo: SGBT 20 \wxC0 // cargo: CORE 29 \wxC2 // cargo: CORE 2F \wxA2 // cargo: FMSP 30 \wxA2 // cargo: ENSP 31 \wxA2 // cargo: MNSP 34 \wxAD // cargo: BEER 35 \wxA2 // cargo: BDMT 36 \wxAE // cargo: FISH 37 \wxA2 // cargo: VALU 38 \wxA2 // cargo: DIAM 39 \wxA2 // cargo: GOLD 3A \wxC3 // cargo: JAVA 3B \wxC4 // cargo: SGCN 3C \wxA2 // cargo: VPTS 3D \wxAB // cargo: BEAN 3E \wxC5 // cargo: NITR 27 \wxC7 // cargo: PAPR 3F \wxC8 // cargo: PORE 40 \wxC9 // cargo: PHOS 41 \wxCA // cargo: MNO2 42 \wxCB // cargo: VEHI 43 \wxAC // cargo: EOIL 44 \wxCC // cargo: NUTS 45 \wxCD // cargo: CASS 46 \wxCE // cargo: COPR 47 \wxAA // cargo: NICK 48 \wxA6 // cargo: COKE 49 \wxAA // cargo: METL 4A \wxCF // cargo: SLAG 4B \wxAA // cargo: IRON 4C \wxAC // cargo: QLME 4D \wxA2 // cargo: BOOM 4E \wxD0 // cargo: PIPE 4F \wxD1 // cargo: SULP 50 \wxD2 // cargo: SASH 51 \wxD3 // cargo: CMNT 52 \wxD4 // cargo: VBOD 53 \wxC9 // cargo: POTA 54 \wxAA // cargo: ZINC 55 \wxD5 // cargo: PEAT 56 \wxD6 // cargo: KAOL 57 \wxD7 // cargo: LIME 58 \wxD2 // cargo: SALT FF \wx B1 // menu \wxB0 # 944 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 9 "sprites/nfo/tiles/cobble_FIRS.pnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 1 767 * 20 06 20 82 \b13 20 82 \b21 20 82 \b29 20 82 \b49 20 82 \b69 20 82 \b89 FF 768 * 119 00 04 \b7 \b1 05 08 "CHPS" // Class ID - groups stations in menu 1A 06 // 6 tiles //Basic layout 40 // Use advanced sprite layout \dx40000031 \wx0002 00 // One TTD ground sprite without offset for other railtypes 40 // Use advanced sprite layout \dx40000031 \wx0002 00 // One TTD ground sprite without offset for other railtypes //With building on top 41 // Use advanced sprite layout \dx40000031 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000042D \wx0000 00 00 00 // x/y/z offset 10 10 10 // x/y/z extend 41 // Use advanced sprite layout \dx40000031 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000042D \wx0000 00 00 00 // x/y/z offset 10 10 10 // x/y/z extend //Crane 41 // Use advanced sprite layout \dx40000031 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000842D \wx0000 00 00 00 // x/y/z offset 10 10 20 // x/y/z extend 41 // Use advanced sprite layout \dx40000031 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000842D \wx0000 00 00 00 // x/y/z offset 10 10 20 // x/y/z extend 0B 03 // callback flags 10 \w500 // little / lots threshold for cargo display 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) 11 00 14 FF # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 769 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 770 sprites/graphics/cranes.png 10 10 09 65 64 -31 -34 771 sprites/graphics/cranes.png 80 10 09 65 64 -31 -34 772 sprites/graphics/cranes.png 150 10 09 65 64 -31 -34 773 sprites/graphics/cranes.png 220 10 09 65 64 -31 -34 774 * 7 02 04 00 00 01 \w0 775 * 7 02 04 01 00 01 \w1 776 * 7 02 04 02 00 01 \w2 777 * 7 02 04 03 00 01 \w3 778 * 15 02 04 A0 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 54 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 779 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 780 sprites/graphics/forklifts_small.png 10 10 09 65 64 -31 -34 781 sprites/graphics/forklifts_small.png 80 10 09 65 64 -31 -34 782 sprites/graphics/forklifts_small.png 150 10 09 65 64 -31 -34 783 sprites/graphics/forklifts_small.png 220 10 09 65 64 -31 -34 784 * 7 02 04 00 00 01 \w0 785 * 7 02 04 01 00 01 \w1 786 * 7 02 04 02 00 01 \w2 787 * 7 02 04 03 00 01 \w3 788 * 15 02 04 A1 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 58 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 789 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 790 sprites/graphics/trucks_small.png 10 10 09 65 64 -31 -34 791 sprites/graphics/trucks_small.png 80 10 09 65 64 -31 -34 792 sprites/graphics/trucks_small.png 150 10 09 65 64 -31 -34 793 sprites/graphics/trucks_small.png 220 10 09 65 64 -31 -34 794 * 7 02 04 00 00 01 \w0 795 * 7 02 04 01 00 01 \w1 796 * 7 02 04 02 00 01 \w2 797 * 7 02 04 03 00 01 \w3 798 * 15 02 04 A2 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 62 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 799 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 800 sprites/graphics/structures.png 10 10 09 65 64 -31 -34 801 sprites/graphics/structures.png 80 10 09 65 64 -31 -34 802 sprites/graphics/structures.png 150 10 09 65 64 -31 -34 803 sprites/graphics/structures.png 220 10 09 65 64 -31 -34 804 * 7 02 04 00 00 01 \w0 805 * 7 02 04 01 00 01 \w1 806 * 7 02 04 02 00 01 \w2 807 * 7 02 04 03 00 01 \w3 808 * 15 02 04 A3 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 66 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 // semi-random one from the sets above 809 * 26 02 04 40 81 // 'building' instead of cargo 40 20 03 \2^ 40 08 03 \b3 // num ranges \wxA0 00 00 \wxA1 01 01 \wxA2 02 02 \wxA3 810 * 17 02 04 40 85 // 'building' instead of cargo 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8004 \wx14 \wx14 // Force correct layout \wx40 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 811 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 812 sprites/graphics/lumber_cargo.png 10 10 09 65 64 -31 -34 813 sprites/graphics/lumber_cargo.png 80 10 09 65 64 -31 -34 814 sprites/graphics/lumber_cargo.png 150 10 09 65 64 -31 -34 815 sprites/graphics/lumber_cargo.png 220 10 09 65 64 -31 -34 816 * 9 02 04 00 01 01 \w0 \w1 817 * 9 02 04 01 01 01 \w2 \w3 818 * 11 02 04 02 80 00 10 02 \wx00 \wx01 819 * 17 02 04 A0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 820 * 15 02 04 A0 80 00 12 04 A0 00 A0 00 A0 00 \wx40 // Set temp register 0 to 0 821 * 18 02 04 A0 81 1A 20 00 \2sto 1A 00 00 01 A0 00 00 00 A0 00 # 88 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 822 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 823 sprites/graphics/scrap_metal_cargo.png 10 10 09 65 64 -31 -34 824 sprites/graphics/scrap_metal_cargo.png 80 10 09 65 64 -31 -34 825 sprites/graphics/scrap_metal_cargo.png 150 10 09 65 64 -31 -34 826 sprites/graphics/scrap_metal_cargo.png 220 10 09 65 64 -31 -34 827 * 9 02 04 00 01 01 \w0 \w1 828 * 9 02 04 01 01 01 \w2 \w3 829 * 11 02 04 02 80 00 10 02 \wx00 \wx01 830 * 17 02 04 A1 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 831 * 15 02 04 A1 80 00 12 04 A1 00 A1 00 A1 00 \wx40 // Set temp register 0 to 0 832 * 18 02 04 A1 81 1A 20 00 \2sto 1A 00 00 01 A1 00 00 00 A1 00 # 92 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 833 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 834 sprites/graphics/crates_cargo.png 10 10 09 65 64 -31 -34 835 sprites/graphics/crates_cargo.png 80 10 09 65 64 -31 -34 836 sprites/graphics/crates_cargo.png 150 10 09 65 64 -31 -34 837 sprites/graphics/crates_cargo.png 220 10 09 65 64 -31 -34 838 * 9 02 04 00 01 01 \w0 \w1 839 * 9 02 04 01 01 01 \w2 \w3 840 * 11 02 04 02 80 00 10 02 \wx00 \wx01 841 * 17 02 04 A2 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 842 * 15 02 04 A2 80 00 12 04 A2 00 A2 00 A2 00 \wx40 // Set temp register 0 to 0 843 * 18 02 04 A2 81 1A 20 00 \2sto 1A 00 00 01 A2 00 00 00 A2 00 # 96 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 844 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 845 sprites/graphics/stone_cargo.png 10 10 09 65 64 -31 -34 846 sprites/graphics/stone_cargo.png 80 10 09 65 64 -31 -34 847 sprites/graphics/stone_cargo.png 150 10 09 65 64 -31 -34 848 sprites/graphics/stone_cargo.png 220 10 09 65 64 -31 -34 849 * 9 02 04 00 01 01 \w0 \w1 850 * 9 02 04 01 01 01 \w2 \w3 851 * 11 02 04 02 80 00 10 02 \wx00 \wx01 852 * 17 02 04 A3 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 853 * 15 02 04 A3 80 00 12 04 A3 00 A3 00 A3 00 \wx40 // Set temp register 0 to 0 854 * 18 02 04 A3 81 1A 20 00 \2sto 1A 00 00 01 A3 00 00 00 A3 00 # 100 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 855 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 856 sprites/graphics/sand_cargo.png 10 10 09 65 64 -31 -34 857 sprites/graphics/sand_cargo.png 80 10 09 65 64 -31 -34 858 sprites/graphics/sand_cargo.png 150 10 09 65 64 -31 -34 859 sprites/graphics/sand_cargo.png 220 10 09 65 64 -31 -34 860 * 9 02 04 00 01 01 \w0 \w1 861 * 9 02 04 01 01 01 \w2 \w3 862 * 11 02 04 02 80 00 10 02 \wx00 \wx01 863 * 17 02 04 A4 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 864 * 15 02 04 A4 80 00 12 04 A4 00 A4 00 A4 00 \wx40 // Set temp register 0 to 0 865 * 18 02 04 A4 81 1A 20 00 \2sto 1A 00 00 01 A4 00 00 00 A4 00 # 104 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 866 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 867 sprites/graphics/clay_cargo.png 10 10 09 65 64 -31 -34 868 sprites/graphics/clay_cargo.png 80 10 09 65 64 -31 -34 869 sprites/graphics/clay_cargo.png 150 10 09 65 64 -31 -34 870 sprites/graphics/clay_cargo.png 220 10 09 65 64 -31 -34 871 * 9 02 04 00 01 01 \w0 \w1 872 * 9 02 04 01 01 01 \w2 \w3 873 * 11 02 04 02 80 00 10 02 \wx00 \wx01 874 * 17 02 04 A5 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 875 * 15 02 04 A5 80 00 12 04 A5 00 A5 00 A5 00 \wx40 // Set temp register 0 to 0 876 * 18 02 04 A5 81 1A 20 00 \2sto 1A 00 00 01 A5 00 00 00 A5 00 # 108 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 877 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 878 sprites/graphics/coal_cargo.png 10 10 09 65 64 -31 -34 879 sprites/graphics/coal_cargo.png 80 10 09 65 64 -31 -34 880 sprites/graphics/coal_cargo.png 150 10 09 65 64 -31 -34 881 sprites/graphics/coal_cargo.png 220 10 09 65 64 -31 -34 882 * 9 02 04 00 01 01 \w0 \w1 883 * 9 02 04 01 01 01 \w2 \w3 884 * 11 02 04 02 80 00 10 02 \wx00 \wx01 885 * 17 02 04 A6 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 886 * 15 02 04 A6 80 00 12 04 A6 00 A6 00 A6 00 \wx40 // Set temp register 0 to 0 887 * 18 02 04 A6 81 1A 20 00 \2sto 1A 00 00 01 A6 00 00 00 A6 00 # 112 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 888 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 889 sprites/graphics/iron_ore_cargo.png 10 10 09 65 64 -31 -34 890 sprites/graphics/iron_ore_cargo.png 80 10 09 65 64 -31 -34 891 sprites/graphics/iron_ore_cargo.png 150 10 09 65 64 -31 -34 892 sprites/graphics/iron_ore_cargo.png 220 10 09 65 64 -31 -34 893 * 9 02 04 00 01 01 \w0 \w1 894 * 9 02 04 01 01 01 \w2 \w3 895 * 11 02 04 02 80 00 10 02 \wx00 \wx01 896 * 17 02 04 A7 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 897 * 15 02 04 A7 80 00 12 04 A7 00 A7 00 A7 00 \wx40 // Set temp register 0 to 0 898 * 18 02 04 A7 81 1A 20 00 \2sto 1A 00 00 01 A7 00 00 00 A7 00 # 116 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 899 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 900 sprites/graphics/wood_cargo.png 10 10 09 65 64 -31 -34 901 sprites/graphics/wood_cargo.png 80 10 09 65 64 -31 -34 902 sprites/graphics/wood_cargo.png 150 10 09 65 64 -31 -34 903 sprites/graphics/wood_cargo.png 220 10 09 65 64 -31 -34 904 * 9 02 04 00 01 01 \w0 \w1 905 * 9 02 04 01 01 01 \w2 \w3 906 * 11 02 04 02 80 00 10 02 \wx00 \wx01 907 * 17 02 04 A8 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 908 * 15 02 04 A8 80 00 12 04 A8 00 A8 00 A8 00 \wx40 // Set temp register 0 to 0 909 * 18 02 04 A8 81 1A 20 00 \2sto 1A 00 00 01 A8 00 00 00 A8 00 # 120 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 910 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 911 sprites/graphics/barrels_cargo.png 10 10 09 65 64 -31 -34 912 sprites/graphics/barrels_cargo.png 80 10 09 65 64 -31 -34 913 sprites/graphics/barrels_cargo.png 150 10 09 65 64 -31 -34 914 sprites/graphics/barrels_cargo.png 220 10 09 65 64 -31 -34 915 * 9 02 04 00 01 01 \w0 \w1 916 * 9 02 04 01 01 01 \w2 \w3 917 * 11 02 04 02 80 00 10 02 \wx00 \wx01 918 * 17 02 04 A9 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 919 * 15 02 04 A9 80 00 12 04 A9 00 A9 00 A9 00 \wx40 // Set temp register 0 to 0 920 * 18 02 04 A9 81 1A 20 00 \2sto 1A 00 00 01 A9 00 00 00 A9 00 # 124 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 921 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 922 sprites/graphics/metal_cargo.png 10 10 09 65 64 -31 -34 923 sprites/graphics/metal_cargo.png 80 10 09 65 64 -31 -34 924 sprites/graphics/metal_cargo.png 150 10 09 65 64 -31 -34 925 sprites/graphics/metal_cargo.png 220 10 09 65 64 -31 -34 926 * 9 02 04 00 01 01 \w0 \w1 927 * 9 02 04 01 01 01 \w2 \w3 928 * 11 02 04 02 80 00 10 02 \wx00 \wx01 929 * 17 02 04 AA 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 930 * 15 02 04 AA 80 00 12 04 AA 00 AA 00 AA 00 \wx40 // Set temp register 0 to 0 931 * 18 02 04 AA 81 1A 20 00 \2sto 1A 00 00 01 AA 00 00 00 AA 00 # 128 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 932 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 933 sprites/graphics/fruit_vegetable_cargo.png 10 10 09 65 64 -31 -34 934 sprites/graphics/fruit_vegetable_cargo.png 80 10 09 65 64 -31 -34 935 sprites/graphics/fruit_vegetable_cargo.png 150 10 09 65 64 -31 -34 936 sprites/graphics/fruit_vegetable_cargo.png 220 10 09 65 64 -31 -34 937 * 9 02 04 00 01 01 \w0 \w1 938 * 9 02 04 01 01 01 \w2 \w3 939 * 11 02 04 02 80 00 10 02 \wx00 \wx01 940 * 17 02 04 AB 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 941 * 15 02 04 AB 80 00 12 04 AB 00 AB 00 AB 00 \wx40 // Set temp register 0 to 0 942 * 18 02 04 AB 81 1A 20 00 \2sto 1A 00 00 01 AB 00 00 00 AB 00 # 132 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 943 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 944 sprites/graphics/barrels_bare_metal_cargo.png 10 10 09 65 64 -31 -34 945 sprites/graphics/barrels_bare_metal_cargo.png 80 10 09 65 64 -31 -34 946 sprites/graphics/barrels_bare_metal_cargo.png 150 10 09 65 64 -31 -34 947 sprites/graphics/barrels_bare_metal_cargo.png 220 10 09 65 64 -31 -34 948 * 9 02 04 00 01 01 \w0 \w1 949 * 9 02 04 01 01 01 \w2 \w3 950 * 11 02 04 02 80 00 10 02 \wx00 \wx01 951 * 17 02 04 AC 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 952 * 15 02 04 AC 80 00 12 04 AC 00 AC 00 AC 00 \wx40 // Set temp register 0 to 0 953 * 18 02 04 AC 81 1A 20 00 \2sto 1A 00 00 01 AC 00 00 00 AC 00 # 136 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 954 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 955 sprites/graphics/alcohol_cargo.png 10 10 09 65 64 -31 -34 956 sprites/graphics/alcohol_cargo.png 80 10 09 65 64 -31 -34 957 sprites/graphics/alcohol_cargo.png 150 10 09 65 64 -31 -34 958 sprites/graphics/alcohol_cargo.png 220 10 09 65 64 -31 -34 959 * 9 02 04 00 01 01 \w0 \w1 960 * 9 02 04 01 01 01 \w2 \w3 961 * 11 02 04 02 80 00 10 02 \wx00 \wx01 962 * 17 02 04 AD 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 963 * 15 02 04 AD 80 00 12 04 AD 00 AD 00 AD 00 \wx40 // Set temp register 0 to 0 964 * 18 02 04 AD 81 1A 20 00 \2sto 1A 00 00 01 AD 00 00 00 AD 00 # 140 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 965 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 966 sprites/graphics/crates_white_cargo.png 10 10 09 65 64 -31 -34 967 sprites/graphics/crates_white_cargo.png 80 10 09 65 64 -31 -34 968 sprites/graphics/crates_white_cargo.png 150 10 09 65 64 -31 -34 969 sprites/graphics/crates_white_cargo.png 220 10 09 65 64 -31 -34 970 * 9 02 04 00 01 01 \w0 \w1 971 * 9 02 04 01 01 01 \w2 \w3 972 * 11 02 04 02 80 00 10 02 \wx00 \wx01 973 * 17 02 04 AE 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 974 * 15 02 04 AE 80 00 12 04 AE 00 AE 00 AE 00 \wx40 // Set temp register 0 to 0 975 * 18 02 04 AE 81 1A 20 00 \2sto 1A 00 00 01 AE 00 00 00 AE 00 # 144 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 976 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 977 sprites/graphics/bauxite_cargo.png 10 10 09 65 64 -31 -34 978 sprites/graphics/bauxite_cargo.png 80 10 09 65 64 -31 -34 979 sprites/graphics/bauxite_cargo.png 150 10 09 65 64 -31 -34 980 sprites/graphics/bauxite_cargo.png 220 10 09 65 64 -31 -34 981 * 9 02 04 00 01 01 \w0 \w1 982 * 9 02 04 01 01 01 \w2 \w3 983 * 11 02 04 02 80 00 10 02 \wx00 \wx01 984 * 17 02 04 AF 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 985 * 15 02 04 AF 80 00 12 04 AF 00 AF 00 AF 00 \wx40 // Set temp register 0 to 0 986 * 18 02 04 AF 81 1A 20 00 \2sto 1A 00 00 01 AF 00 00 00 AF 00 # 148 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 987 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 988 sprites/graphics/copper_ore_cargo.png 10 10 09 65 64 -31 -34 989 sprites/graphics/copper_ore_cargo.png 80 10 09 65 64 -31 -34 990 sprites/graphics/copper_ore_cargo.png 150 10 09 65 64 -31 -34 991 sprites/graphics/copper_ore_cargo.png 220 10 09 65 64 -31 -34 992 * 9 02 04 00 01 01 \w0 \w1 993 * 9 02 04 01 01 01 \w2 \w3 994 * 11 02 04 02 80 00 10 02 \wx00 \wx01 995 * 17 02 04 C0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 996 * 15 02 04 C0 80 00 12 04 C0 00 C0 00 C0 00 \wx40 // Set temp register 0 to 0 997 * 18 02 04 C0 81 1A 20 00 \2sto 1A 00 00 01 C0 00 00 00 C0 00 # 152 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 998 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 999 sprites/graphics/rubber_cargo.png 10 10 09 65 64 -31 -34 1000 sprites/graphics/rubber_cargo.png 80 10 09 65 64 -31 -34 1001 sprites/graphics/rubber_cargo.png 150 10 09 65 64 -31 -34 1002 sprites/graphics/rubber_cargo.png 220 10 09 65 64 -31 -34 1003 * 9 02 04 00 01 01 \w0 \w1 1004 * 9 02 04 01 01 01 \w2 \w3 1005 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1006 * 17 02 04 C1 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1007 * 15 02 04 C1 80 00 12 04 C1 00 C1 00 C1 00 \wx40 // Set temp register 0 to 0 1008 * 18 02 04 C1 81 1A 20 00 \2sto 1A 00 00 01 C1 00 00 00 C1 00 # 156 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1009 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1010 sprites/graphics/sugar_cargo.png 10 10 09 65 64 -31 -34 1011 sprites/graphics/sugar_cargo.png 80 10 09 65 64 -31 -34 1012 sprites/graphics/sugar_cargo.png 150 10 09 65 64 -31 -34 1013 sprites/graphics/sugar_cargo.png 220 10 09 65 64 -31 -34 1014 * 9 02 04 00 01 01 \w0 \w1 1015 * 9 02 04 01 01 01 \w2 \w3 1016 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1017 * 17 02 04 C2 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1018 * 15 02 04 C2 80 00 12 04 C2 00 C2 00 C2 00 \wx40 // Set temp register 0 to 0 1019 * 18 02 04 C2 81 1A 20 00 \2sto 1A 00 00 01 C2 00 00 00 C2 00 # 160 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1020 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1021 sprites/graphics/coffee_cargo.png 10 10 09 65 64 -31 -34 1022 sprites/graphics/coffee_cargo.png 80 10 09 65 64 -31 -34 1023 sprites/graphics/coffee_cargo.png 150 10 09 65 64 -31 -34 1024 sprites/graphics/coffee_cargo.png 220 10 09 65 64 -31 -34 1025 * 9 02 04 00 01 01 \w0 \w1 1026 * 9 02 04 01 01 01 \w2 \w3 1027 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1028 * 17 02 04 C3 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1029 * 15 02 04 C3 80 00 12 04 C3 00 C3 00 C3 00 \wx40 // Set temp register 0 to 0 1030 * 18 02 04 C3 81 1A 20 00 \2sto 1A 00 00 01 C3 00 00 00 C3 00 # 164 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1031 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1032 sprites/graphics/sugarcane_cargo.png 10 10 09 65 64 -31 -34 1033 sprites/graphics/sugarcane_cargo.png 80 10 09 65 64 -31 -34 1034 sprites/graphics/sugarcane_cargo.png 150 10 09 65 64 -31 -34 1035 sprites/graphics/sugarcane_cargo.png 220 10 09 65 64 -31 -34 1036 * 9 02 04 00 01 01 \w0 \w1 1037 * 9 02 04 01 01 01 \w2 \w3 1038 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1039 * 17 02 04 C4 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1040 * 15 02 04 C4 80 00 12 04 C4 00 C4 00 C4 00 \wx40 // Set temp register 0 to 0 1041 * 18 02 04 C4 81 1A 20 00 \2sto 1A 00 00 01 C4 00 00 00 C4 00 # 168 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1042 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1043 sprites/graphics/nitrates_cargo.png 10 10 09 65 64 -31 -34 1044 sprites/graphics/nitrates_cargo.png 80 10 09 65 64 -31 -34 1045 sprites/graphics/nitrates_cargo.png 150 10 09 65 64 -31 -34 1046 sprites/graphics/nitrates_cargo.png 220 10 09 65 64 -31 -34 1047 * 9 02 04 00 01 01 \w0 \w1 1048 * 9 02 04 01 01 01 \w2 \w3 1049 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1050 * 17 02 04 C5 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1051 * 15 02 04 C5 80 00 12 04 C5 00 C5 00 C5 00 \wx40 // Set temp register 0 to 0 1052 * 18 02 04 C5 81 1A 20 00 \2sto 1A 00 00 01 C5 00 00 00 C5 00 # 172 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1053 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1054 sprites/graphics/sugar_beet_cargo.png 10 10 09 65 64 -31 -34 1055 sprites/graphics/sugar_beet_cargo.png 80 10 09 65 64 -31 -34 1056 sprites/graphics/sugar_beet_cargo.png 150 10 09 65 64 -31 -34 1057 sprites/graphics/sugar_beet_cargo.png 220 10 09 65 64 -31 -34 1058 * 9 02 04 00 01 01 \w0 \w1 1059 * 9 02 04 01 01 01 \w2 \w3 1060 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1061 * 17 02 04 C6 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1062 * 15 02 04 C6 80 00 12 04 C6 00 C6 00 C6 00 \wx40 // Set temp register 0 to 0 1063 * 18 02 04 C6 81 1A 20 00 \2sto 1A 00 00 01 C6 00 00 00 C6 00 # 176 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1064 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1065 sprites/graphics/paper_cargo.png 10 10 09 65 64 -31 -34 1066 sprites/graphics/paper_cargo.png 80 10 09 65 64 -31 -34 1067 sprites/graphics/paper_cargo.png 150 10 09 65 64 -31 -34 1068 sprites/graphics/paper_cargo.png 220 10 09 65 64 -31 -34 1069 * 9 02 04 00 01 01 \w0 \w1 1070 * 9 02 04 01 01 01 \w2 \w3 1071 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1072 * 17 02 04 C7 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1073 * 15 02 04 C7 80 00 12 04 C7 00 C7 00 C7 00 \wx40 // Set temp register 0 to 0 1074 * 18 02 04 C7 81 1A 20 00 \2sto 1A 00 00 01 C7 00 00 00 C7 00 # 180 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1075 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1076 sprites/graphics/pyrite_ore_cargo.png 10 10 09 65 64 -31 -34 1077 sprites/graphics/pyrite_ore_cargo.png 80 10 09 65 64 -31 -34 1078 sprites/graphics/pyrite_ore_cargo.png 150 10 09 65 64 -31 -34 1079 sprites/graphics/pyrite_ore_cargo.png 220 10 09 65 64 -31 -34 1080 * 9 02 04 00 01 01 \w0 \w1 1081 * 9 02 04 01 01 01 \w2 \w3 1082 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1083 * 17 02 04 C8 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1084 * 15 02 04 C8 80 00 12 04 C8 00 C8 00 C8 00 \wx40 // Set temp register 0 to 0 1085 * 18 02 04 C8 81 1A 20 00 \2sto 1A 00 00 01 C8 00 00 00 C8 00 # 184 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1086 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1087 sprites/graphics/phosphate_cargo.png 10 10 09 65 64 -31 -34 1088 sprites/graphics/phosphate_cargo.png 80 10 09 65 64 -31 -34 1089 sprites/graphics/phosphate_cargo.png 150 10 09 65 64 -31 -34 1090 sprites/graphics/phosphate_cargo.png 220 10 09 65 64 -31 -34 1091 * 9 02 04 00 01 01 \w0 \w1 1092 * 9 02 04 01 01 01 \w2 \w3 1093 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1094 * 17 02 04 C9 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1095 * 15 02 04 C9 80 00 12 04 C9 00 C9 00 C9 00 \wx40 // Set temp register 0 to 0 1096 * 18 02 04 C9 81 1A 20 00 \2sto 1A 00 00 01 C9 00 00 00 C9 00 # 188 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1097 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1098 sprites/graphics/manganese_ore_cargo.png 10 10 09 65 64 -31 -34 1099 sprites/graphics/manganese_ore_cargo.png 80 10 09 65 64 -31 -34 1100 sprites/graphics/manganese_ore_cargo.png 150 10 09 65 64 -31 -34 1101 sprites/graphics/manganese_ore_cargo.png 220 10 09 65 64 -31 -34 1102 * 9 02 04 00 01 01 \w0 \w1 1103 * 9 02 04 01 01 01 \w2 \w3 1104 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1105 * 17 02 04 CA 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1106 * 15 02 04 CA 80 00 12 04 CA 00 CA 00 CA 00 \wx40 // Set temp register 0 to 0 1107 * 18 02 04 CA 81 1A 20 00 \2sto 1A 00 00 01 CA 00 00 00 CA 00 # 192 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1108 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1109 sprites/graphics/vehicles_cargo.png 10 10 09 65 64 -31 -34 1110 sprites/graphics/vehicles_cargo.png 80 10 09 65 64 -31 -34 1111 sprites/graphics/vehicles_cargo.png 150 10 09 65 64 -31 -34 1112 sprites/graphics/vehicles_cargo.png 220 10 09 65 64 -31 -34 1113 * 9 02 04 00 01 01 \w0 \w1 1114 * 9 02 04 01 01 01 \w2 \w3 1115 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1116 * 17 02 04 CB 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1117 * 15 02 04 CB 80 00 12 04 CB 00 CB 00 CB 00 \wx40 // Set temp register 0 to 0 1118 * 18 02 04 CB 81 1A 20 00 \2sto 1A 00 00 01 CB 00 00 00 CB 00 # 196 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1119 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1120 sprites/graphics/nuts_cargo.png 10 10 09 65 64 -31 -34 1121 sprites/graphics/nuts_cargo.png 80 10 09 65 64 -31 -34 1122 sprites/graphics/nuts_cargo.png 150 10 09 65 64 -31 -34 1123 sprites/graphics/nuts_cargo.png 220 10 09 65 64 -31 -34 1124 * 9 02 04 00 01 01 \w0 \w1 1125 * 9 02 04 01 01 01 \w2 \w3 1126 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1127 * 17 02 04 CC 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1128 * 15 02 04 CC 80 00 12 04 CC 00 CC 00 CC 00 \wx40 // Set temp register 0 to 0 1129 * 18 02 04 CC 81 1A 20 00 \2sto 1A 00 00 01 CC 00 00 00 CC 00 # 200 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1130 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1131 sprites/graphics/cassava_cargo.png 10 10 09 65 64 -31 -34 1132 sprites/graphics/cassava_cargo.png 80 10 09 65 64 -31 -34 1133 sprites/graphics/cassava_cargo.png 150 10 09 65 64 -31 -34 1134 sprites/graphics/cassava_cargo.png 220 10 09 65 64 -31 -34 1135 * 9 02 04 00 01 01 \w0 \w1 1136 * 9 02 04 01 01 01 \w2 \w3 1137 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1138 * 17 02 04 CD 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1139 * 15 02 04 CD 80 00 12 04 CD 00 CD 00 CD 00 \wx40 // Set temp register 0 to 0 1140 * 18 02 04 CD 81 1A 20 00 \2sto 1A 00 00 01 CD 00 00 00 CD 00 # 204 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1141 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1142 sprites/graphics/copper_cargo.png 10 10 09 65 64 -31 -34 1143 sprites/graphics/copper_cargo.png 80 10 09 65 64 -31 -34 1144 sprites/graphics/copper_cargo.png 150 10 09 65 64 -31 -34 1145 sprites/graphics/copper_cargo.png 220 10 09 65 64 -31 -34 1146 * 9 02 04 00 01 01 \w0 \w1 1147 * 9 02 04 01 01 01 \w2 \w3 1148 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1149 * 17 02 04 CE 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1150 * 15 02 04 CE 80 00 12 04 CE 00 CE 00 CE 00 \wx40 // Set temp register 0 to 0 1151 * 18 02 04 CE 81 1A 20 00 \2sto 1A 00 00 01 CE 00 00 00 CE 00 # 208 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1152 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1153 sprites/graphics/slag_cargo.png 10 10 09 65 64 -31 -34 1154 sprites/graphics/slag_cargo.png 80 10 09 65 64 -31 -34 1155 sprites/graphics/slag_cargo.png 150 10 09 65 64 -31 -34 1156 sprites/graphics/slag_cargo.png 220 10 09 65 64 -31 -34 1157 * 9 02 04 00 01 01 \w0 \w1 1158 * 9 02 04 01 01 01 \w2 \w3 1159 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1160 * 17 02 04 CF 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1161 * 15 02 04 CF 80 00 12 04 CF 00 CF 00 CF 00 \wx40 // Set temp register 0 to 0 1162 * 18 02 04 CF 81 1A 20 00 \2sto 1A 00 00 01 CF 00 00 00 CF 00 # 212 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1163 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1164 sprites/graphics/pipe_cargo.png 10 10 09 65 64 -31 -34 1165 sprites/graphics/pipe_cargo.png 80 10 09 65 64 -31 -34 1166 sprites/graphics/pipe_cargo.png 150 10 09 65 64 -31 -34 1167 sprites/graphics/pipe_cargo.png 220 10 09 65 64 -31 -34 1168 * 9 02 04 00 01 01 \w0 \w1 1169 * 9 02 04 01 01 01 \w2 \w3 1170 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1171 * 17 02 04 D0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1172 * 15 02 04 D0 80 00 12 04 D0 00 D0 00 D0 00 \wx40 // Set temp register 0 to 0 1173 * 18 02 04 D0 81 1A 20 00 \2sto 1A 00 00 01 D0 00 00 00 D0 00 # 216 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1174 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1175 sprites/graphics/sulphur_cargo.png 10 10 09 65 64 -31 -34 1176 sprites/graphics/sulphur_cargo.png 80 10 09 65 64 -31 -34 1177 sprites/graphics/sulphur_cargo.png 150 10 09 65 64 -31 -34 1178 sprites/graphics/sulphur_cargo.png 220 10 09 65 64 -31 -34 1179 * 9 02 04 00 01 01 \w0 \w1 1180 * 9 02 04 01 01 01 \w2 \w3 1181 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1182 * 17 02 04 D1 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1183 * 15 02 04 D1 80 00 12 04 D1 00 D1 00 D1 00 \wx40 // Set temp register 0 to 0 1184 * 18 02 04 D1 81 1A 20 00 \2sto 1A 00 00 01 D1 00 00 00 D1 00 # 220 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1185 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1186 sprites/graphics/soda_ash_cargo.png 10 10 09 65 64 -31 -34 1187 sprites/graphics/soda_ash_cargo.png 80 10 09 65 64 -31 -34 1188 sprites/graphics/soda_ash_cargo.png 150 10 09 65 64 -31 -34 1189 sprites/graphics/soda_ash_cargo.png 220 10 09 65 64 -31 -34 1190 * 9 02 04 00 01 01 \w0 \w1 1191 * 9 02 04 01 01 01 \w2 \w3 1192 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1193 * 17 02 04 D2 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1194 * 15 02 04 D2 80 00 12 04 D2 00 D2 00 D2 00 \wx40 // Set temp register 0 to 0 1195 * 18 02 04 D2 81 1A 20 00 \2sto 1A 00 00 01 D2 00 00 00 D2 00 # 224 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1196 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1197 sprites/graphics/cement_cargo.png 10 10 09 65 64 -31 -34 1198 sprites/graphics/cement_cargo.png 80 10 09 65 64 -31 -34 1199 sprites/graphics/cement_cargo.png 150 10 09 65 64 -31 -34 1200 sprites/graphics/cement_cargo.png 220 10 09 65 64 -31 -34 1201 * 9 02 04 00 01 01 \w0 \w1 1202 * 9 02 04 01 01 01 \w2 \w3 1203 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1204 * 17 02 04 D3 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1205 * 15 02 04 D3 80 00 12 04 D3 00 D3 00 D3 00 \wx40 // Set temp register 0 to 0 1206 * 18 02 04 D3 81 1A 20 00 \2sto 1A 00 00 01 D3 00 00 00 D3 00 # 228 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1207 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1208 sprites/graphics/vehicle_bodies_cargo.png 10 10 09 65 64 -31 -34 1209 sprites/graphics/vehicle_bodies_cargo.png 80 10 09 65 64 -31 -34 1210 sprites/graphics/vehicle_bodies_cargo.png 150 10 09 65 64 -31 -34 1211 sprites/graphics/vehicle_bodies_cargo.png 220 10 09 65 64 -31 -34 1212 * 9 02 04 00 01 01 \w0 \w1 1213 * 9 02 04 01 01 01 \w2 \w3 1214 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1215 * 17 02 04 D4 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1216 * 15 02 04 D4 80 00 12 04 D4 00 D4 00 D4 00 \wx40 // Set temp register 0 to 0 1217 * 18 02 04 D4 81 1A 20 00 \2sto 1A 00 00 01 D4 00 00 00 D4 00 # 232 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1218 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1219 sprites/graphics/peat_cargo.png 10 10 09 65 64 -31 -34 1220 sprites/graphics/peat_cargo.png 80 10 09 65 64 -31 -34 1221 sprites/graphics/peat_cargo.png 150 10 09 65 64 -31 -34 1222 sprites/graphics/peat_cargo.png 220 10 09 65 64 -31 -34 1223 * 9 02 04 00 01 01 \w0 \w1 1224 * 9 02 04 01 01 01 \w2 \w3 1225 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1226 * 17 02 04 D5 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1227 * 15 02 04 D5 80 00 12 04 D5 00 D5 00 D5 00 \wx40 // Set temp register 0 to 0 1228 * 18 02 04 D5 81 1A 20 00 \2sto 1A 00 00 01 D5 00 00 00 D5 00 # 236 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1229 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1230 sprites/graphics/kaolin_cargo.png 10 10 09 65 64 -31 -34 1231 sprites/graphics/kaolin_cargo.png 80 10 09 65 64 -31 -34 1232 sprites/graphics/kaolin_cargo.png 150 10 09 65 64 -31 -34 1233 sprites/graphics/kaolin_cargo.png 220 10 09 65 64 -31 -34 1234 * 9 02 04 00 01 01 \w0 \w1 1235 * 9 02 04 01 01 01 \w2 \w3 1236 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1237 * 17 02 04 D6 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1238 * 15 02 04 D6 80 00 12 04 D6 00 D6 00 D6 00 \wx40 // Set temp register 0 to 0 1239 * 18 02 04 D6 81 1A 20 00 \2sto 1A 00 00 01 D6 00 00 00 D6 00 # 240 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1240 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1241 sprites/graphics/limestone_cargo.png 10 10 09 65 64 -31 -34 1242 sprites/graphics/limestone_cargo.png 80 10 09 65 64 -31 -34 1243 sprites/graphics/limestone_cargo.png 150 10 09 65 64 -31 -34 1244 sprites/graphics/limestone_cargo.png 220 10 09 65 64 -31 -34 1245 * 9 02 04 00 01 01 \w0 \w1 1246 * 9 02 04 01 01 01 \w2 \w3 1247 * 11 02 04 02 80 00 10 02 \wx00 \wx01 1248 * 17 02 04 D7 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 1249 * 15 02 04 D7 80 00 12 04 D7 00 D7 00 D7 00 \wx40 // Set temp register 0 to 0 1250 * 18 02 04 D7 81 1A 20 00 \2sto 1A 00 00 01 D7 00 00 00 D7 00 # 244 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 1251 * 23 02 04 B0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx8000 \wx14 \wx14 // Force 'platform with building on top' for now \wx00 1252 * 15 02 04 B0 80 00 12 04 \wxB0 \wxB0 \wxB0 \wx40 // Set temp register 0 to 0 1253 * 18 02 04 B0 81 1A 20 00 \2sto 1A 00 00 01 \wxB0 00 00 \wxB0 // Action 3 # 1 "sprites/nfo/tiles/../templates/simple_action_3.tnfo" 1 // byte is index in cargotable, word is THIS_SET_ID define above 1254 * 208 03 04 01 05 \b67 00 \wxA0 // cargo: WDPR 01 \wxA1 // cargo: SCRP 03 \wxA8 // cargo: WOOD 05 \wxAA // cargo: STEL 07 \wxA2 // cargo: BRCK 08 \wxA2 // cargo: FICR 0C \wxAB // cargo: FRUT 0D \wxAB // cargo: FRVG 0E \wxAE // cargo: FOOD 0F \wxA2 // cargo: FICR 10 \wxC1 // cargo: RUBR 11 \wxA9 // cargo: RFPR 12 \wxA9 // cargo: PETR 13 \wxA9 // cargo: OIL_ 14 \wxA2 // cargo: GOOD 16 \wxAC // cargo: MILK 17 \wxA6 // cargo: COAL 18 \wxA7 // cargo: IORE 19 \wxAF // cargo: AORE 1A \wxA5 // cargo: CLAY 1B \wxA3 // cargo: GRVL 1C \wxA4 // cargo: SAND 1E \wxC6 // cargo: SGBT 20 \wxC0 // cargo: CORE 29 \wxC2 // cargo: CORE 2F \wxA2 // cargo: FMSP 30 \wxA2 // cargo: ENSP 31 \wxA2 // cargo: MNSP 34 \wxAD // cargo: BEER 35 \wxA2 // cargo: BDMT 36 \wxAE // cargo: FISH 37 \wxA2 // cargo: VALU 38 \wxA2 // cargo: DIAM 39 \wxA2 // cargo: GOLD 3A \wxC3 // cargo: JAVA 3B \wxC4 // cargo: SGCN 3C \wxA2 // cargo: VPTS 3D \wxAB // cargo: BEAN 3E \wxC5 // cargo: NITR 27 \wxC7 // cargo: PAPR 3F \wxC8 // cargo: PORE 40 \wxC9 // cargo: PHOS 41 \wxCA // cargo: MNO2 42 \wxCB // cargo: VEHI 43 \wxAC // cargo: EOIL 44 \wxCC // cargo: NUTS 45 \wxCD // cargo: CASS 46 \wxCE // cargo: COPR 47 \wxAA // cargo: NICK 48 \wxA6 // cargo: COKE 49 \wxAA // cargo: METL 4A \wxCF // cargo: SLAG 4B \wxAA // cargo: IRON 4C \wxAC // cargo: QLME 4D \wxA2 // cargo: BOOM 4E \wxD0 // cargo: PIPE 4F \wxD1 // cargo: SULP 50 \wxD2 // cargo: SASH 51 \wxD3 // cargo: CMNT 52 \wxD4 // cargo: VBOD 53 \wxC9 // cargo: POTA 54 \wxAA // cargo: ZINC 55 \wxD5 // cargo: PEAT 56 \wxD6 // cargo: KAOL 57 \wxD7 // cargo: LIME 58 \wxD2 // cargo: SALT FF \wx B0 // menu \wxB0 # 269 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 14 "sprites/nfo/tiles/cobble_FIRS.pnfo" 2 # 19 "" 2 # 1 "sprites/nfo/tiles/concrete_FIRS.pnfo" 1 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 1 # 31 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 1255 * 562 06 20 82 \b92 20 82 \b127 20 82 \b162 20 82 \b197 20 82 \b232 20 82 \b242 20 82 \b*277 20 82 \b*287 20 82 \b*412 20 82 \b*467 20 82 \b*522 20 82 \b*577 20 82 \b*632 20 82 \b*642 20 82 \b*697 20 82 \b*707 20 82 \b22 20 82 \b32 20 82 \b47 20 82 \b57 20 82 \b72 20 82 \b82 20 82 \b107 20 82 \b117 20 82 \b142 20 82 \b152 20 82 \b177 20 82 \b187 20 82 \b212 20 82 \b222 20 82 \b*257 20 82 \b*267 20 82 \b*302 20 82 \b*312 20 82 \b*347 20 82 \b*357 20 82 \b*392 20 82 \b*402 20 82 \b*447 20 82 \b*457 20 82 \b*502 20 82 \b*512 20 82 \b*557 20 82 \b*567 20 82 \b*612 20 82 \b*622 20 82 \b*677 20 82 \b*687 20 82 \b*742 20 82 \b*752 20 82 \b*762 20 82 \b*777 20 82 \b*787 20 82 \b*797 20 82 \b*812 20 82 \b*822 20 82 \b*832 20 82 \b*847 20 82 \b*857 20 82 \b*867 20 82 \b*882 20 82 \b*892 20 82 \b*902 20 82 \b*917 20 82 \b*927 20 82 \b*937 20 82 \b*952 20 82 \b*962 20 82 \b*972 20 82 \b*987 20 82 \b*997 20 82 \b*1007 //cranes 20 82 \b*1022 20 82 \b*1032 20 82 \b*1042 20 82 \b*1057 20 82 \b*1067 20 82 \b*1077 20 82 \b*1092 20 82 \b*1102 20 82 \b*1112 20 82 \b*1127 20 82 \b*1137 20 82 \b*1147 //truck 20 82 \b*1162 20 82 \b*1172 20 82 \b*1182 20 82 \b*1197 20 82 \b*1207 20 82 \b*1217 20 82 \b*1232 20 82 \b*1242 20 82 \b*1252 20 82 \b*1267 20 82 \b*1277 20 82 \b*1287 //building 20 82 \b*1302 20 82 \b*1312 20 82 \b*1322 20 82 \b*1337 20 82 \b*1347 20 82 \b*1357 20 82 \b*1372 20 82 \b*1382 20 82 \b*1392 20 82 \b*1407 20 82 \b*1417 20 82 \b*1427 //forklift 20 82 \b*1442 20 82 \b*1452 20 82 \b*1462 20 82 \b*1477 20 82 \b*1487 20 82 \b*1497 20 82 \b*1512 20 82 \b*1522 20 82 \b*1532 20 82 \b*1547 20 82 \b*1557 20 82 \b*1567 FF 1256 * 1579 00 04 \b5 \b1 02 08 "CHPS" // Class ID - groups stations in menu 09 28 // 40 different tiles //Basic layout without a buffer \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 80 // end of building sprite list //Basic layout with a buffer at north end \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 80 // end of building sprite list //Basic layout with a buffer at south end \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 80 // end of building sprite list //Basic layout with a buffer at both ends \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 80 // end of building sprite list //Basic layout without a buffer and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with a buffer at north end and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with a buffer at south end and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with a buffer at both ends and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with building at south end of platform \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000004 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx80000006 80 // end of building sprite list //Basic layout with building at north end of platform \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000005 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx80000007 80 // end of building sprite list //Basic layout with building at south end of platform on the other side \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 0C 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000008 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 0C 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx8000000A 80 // end of building sprite list //Basic layout with building at north end of platform on the other side \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 0C 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000009 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 0C 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx8000000B 80 // end of building sprite list //Basic layout with crane \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx8000800C 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000800E 80 // end of building sprite list //Basic layout with crane \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx8000800D 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000800F 80 // end of building sprite list //Basic layout with truck \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008010 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008012 80 // end of building sprite list //Basic layout with truck \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008011 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008013 80 // end of building sprite list //Basic layout with building \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008014 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008016 80 // end of building sprite list //Basic layout with building \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008015 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008017 80 // end of building sprite list //Basic layout with forklift \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008018 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000801A 80 // end of building sprite list //Basic layout with forklift \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008019 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000001F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000801B 80 // end of building sprite list 0B 03 // callback flags 10 \w500 // little / lots threshold for cargo display 11 FF // show pylons 1257 * 26 02 04 40 81 // random crane/truck/building/forklift 49 26 0C \2+ 5F 37 02 \2+ 5F 28 0F \2% 1A 20 10 \2+ 1A 00 18 \b0 \wx8018 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1258 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1259 sprites/graphics/lumber_cargo.png 10 90 09 65 64 -31 -34 1260 sprites/graphics/lumber_cargo.png 10 170 09 65 64 -54 -46 1261 sprites/graphics/lumber_cargo.png 150 90 09 65 64 -31 -34 1262 sprites/graphics/lumber_cargo.png 150 170 09 65 64 -8 -46 1263 sprites/graphics/lumber_cargo.png 80 90 09 65 64 -31 -34 1264 sprites/graphics/lumber_cargo.png 80 170 09 65 64 -54 -46 1265 sprites/graphics/lumber_cargo.png 220 90 09 65 64 -31 -34 1266 sprites/graphics/lumber_cargo.png 220 170 09 65 64 -8 -46 1267 * 9 02 04 00 01 01 \w0 \w1 1268 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1269 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1270 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1271 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1272 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1273 * 23 02 04 A0 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1274 * 18 02 04 A0 81 1A 20 00 \2sto 1A 00 00 01 A0 00 00 00 A0 00 # 717 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1275 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1276 sprites/graphics/scrap_metal_cargo.png 10 90 09 65 64 -31 -34 1277 sprites/graphics/scrap_metal_cargo.png 10 170 09 65 64 -54 -46 1278 sprites/graphics/scrap_metal_cargo.png 150 90 09 65 64 -31 -34 1279 sprites/graphics/scrap_metal_cargo.png 150 170 09 65 64 -8 -46 1280 sprites/graphics/scrap_metal_cargo.png 80 90 09 65 64 -31 -34 1281 sprites/graphics/scrap_metal_cargo.png 80 170 09 65 64 -54 -46 1282 sprites/graphics/scrap_metal_cargo.png 220 90 09 65 64 -31 -34 1283 sprites/graphics/scrap_metal_cargo.png 220 170 09 65 64 -8 -46 1284 * 9 02 04 00 01 01 \w0 \w1 1285 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1286 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1287 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1288 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1289 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1290 * 23 02 04 A1 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1291 * 18 02 04 A1 81 1A 20 00 \2sto 1A 00 00 01 A1 00 00 00 A1 00 # 721 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1292 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1293 sprites/graphics/crates_cargo.png 10 90 09 65 64 -31 -34 1294 sprites/graphics/crates_cargo.png 10 170 09 65 64 -54 -46 1295 sprites/graphics/crates_cargo.png 150 90 09 65 64 -31 -34 1296 sprites/graphics/crates_cargo.png 150 170 09 65 64 -8 -46 1297 sprites/graphics/crates_cargo.png 80 90 09 65 64 -31 -34 1298 sprites/graphics/crates_cargo.png 80 170 09 65 64 -54 -46 1299 sprites/graphics/crates_cargo.png 220 90 09 65 64 -31 -34 1300 sprites/graphics/crates_cargo.png 220 170 09 65 64 -8 -46 1301 * 9 02 04 00 01 01 \w0 \w1 1302 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1303 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1304 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1305 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1306 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1307 * 23 02 04 A2 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1308 * 18 02 04 A2 81 1A 20 00 \2sto 1A 00 00 01 A2 00 00 00 A2 00 # 725 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1309 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1310 sprites/graphics/stone_cargo.png 10 90 09 65 64 -31 -34 1311 sprites/graphics/stone_cargo.png 10 170 09 65 64 -54 -46 1312 sprites/graphics/stone_cargo.png 150 90 09 65 64 -31 -34 1313 sprites/graphics/stone_cargo.png 150 170 09 65 64 -8 -46 1314 sprites/graphics/stone_cargo.png 80 90 09 65 64 -31 -34 1315 sprites/graphics/stone_cargo.png 80 170 09 65 64 -54 -46 1316 sprites/graphics/stone_cargo.png 220 90 09 65 64 -31 -34 1317 sprites/graphics/stone_cargo.png 220 170 09 65 64 -8 -46 1318 * 9 02 04 00 01 01 \w0 \w1 1319 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1320 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1321 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1322 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1323 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1324 * 23 02 04 A3 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1325 * 18 02 04 A3 81 1A 20 00 \2sto 1A 00 00 01 A3 00 00 00 A3 00 # 729 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1326 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1327 sprites/graphics/sand_cargo.png 10 90 09 65 64 -31 -34 1328 sprites/graphics/sand_cargo.png 10 170 09 65 64 -54 -46 1329 sprites/graphics/sand_cargo.png 150 90 09 65 64 -31 -34 1330 sprites/graphics/sand_cargo.png 150 170 09 65 64 -8 -46 1331 sprites/graphics/sand_cargo.png 80 90 09 65 64 -31 -34 1332 sprites/graphics/sand_cargo.png 80 170 09 65 64 -54 -46 1333 sprites/graphics/sand_cargo.png 220 90 09 65 64 -31 -34 1334 sprites/graphics/sand_cargo.png 220 170 09 65 64 -8 -46 1335 * 9 02 04 00 01 01 \w0 \w1 1336 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1337 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1338 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1339 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1340 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1341 * 23 02 04 A4 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1342 * 18 02 04 A4 81 1A 20 00 \2sto 1A 00 00 01 A4 00 00 00 A4 00 # 733 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1343 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1344 sprites/graphics/clay_cargo.png 10 90 09 65 64 -31 -34 1345 sprites/graphics/clay_cargo.png 10 170 09 65 64 -54 -46 1346 sprites/graphics/clay_cargo.png 150 90 09 65 64 -31 -34 1347 sprites/graphics/clay_cargo.png 150 170 09 65 64 -8 -46 1348 sprites/graphics/clay_cargo.png 80 90 09 65 64 -31 -34 1349 sprites/graphics/clay_cargo.png 80 170 09 65 64 -54 -46 1350 sprites/graphics/clay_cargo.png 220 90 09 65 64 -31 -34 1351 sprites/graphics/clay_cargo.png 220 170 09 65 64 -8 -46 1352 * 9 02 04 00 01 01 \w0 \w1 1353 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1354 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1355 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1356 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1357 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1358 * 23 02 04 A5 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1359 * 18 02 04 A5 81 1A 20 00 \2sto 1A 00 00 01 A5 00 00 00 A5 00 # 737 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1360 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1361 sprites/graphics/coal_cargo.png 10 90 09 65 64 -31 -34 1362 sprites/graphics/coal_cargo.png 10 170 09 65 64 -54 -46 1363 sprites/graphics/coal_cargo.png 150 90 09 65 64 -31 -34 1364 sprites/graphics/coal_cargo.png 150 170 09 65 64 -8 -46 1365 sprites/graphics/coal_cargo.png 80 90 09 65 64 -31 -34 1366 sprites/graphics/coal_cargo.png 80 170 09 65 64 -54 -46 1367 sprites/graphics/coal_cargo.png 220 90 09 65 64 -31 -34 1368 sprites/graphics/coal_cargo.png 220 170 09 65 64 -8 -46 1369 * 9 02 04 00 01 01 \w0 \w1 1370 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1371 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1372 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1373 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1374 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1375 * 23 02 04 A6 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1376 * 18 02 04 A6 81 1A 20 00 \2sto 1A 00 00 01 A6 00 00 00 A6 00 # 741 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1377 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1378 sprites/graphics/iron_ore_cargo.png 10 90 09 65 64 -31 -34 1379 sprites/graphics/iron_ore_cargo.png 10 170 09 65 64 -54 -46 1380 sprites/graphics/iron_ore_cargo.png 150 90 09 65 64 -31 -34 1381 sprites/graphics/iron_ore_cargo.png 150 170 09 65 64 -8 -46 1382 sprites/graphics/iron_ore_cargo.png 80 90 09 65 64 -31 -34 1383 sprites/graphics/iron_ore_cargo.png 80 170 09 65 64 -54 -46 1384 sprites/graphics/iron_ore_cargo.png 220 90 09 65 64 -31 -34 1385 sprites/graphics/iron_ore_cargo.png 220 170 09 65 64 -8 -46 1386 * 9 02 04 00 01 01 \w0 \w1 1387 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1388 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1389 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1390 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1391 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1392 * 23 02 04 A7 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1393 * 18 02 04 A7 81 1A 20 00 \2sto 1A 00 00 01 A7 00 00 00 A7 00 # 745 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1394 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1395 sprites/graphics/wood_cargo.png 10 90 09 65 64 -31 -34 1396 sprites/graphics/wood_cargo.png 10 170 09 65 64 -54 -46 1397 sprites/graphics/wood_cargo.png 150 90 09 65 64 -31 -34 1398 sprites/graphics/wood_cargo.png 150 170 09 65 64 -8 -46 1399 sprites/graphics/wood_cargo.png 80 90 09 65 64 -31 -34 1400 sprites/graphics/wood_cargo.png 80 170 09 65 64 -54 -46 1401 sprites/graphics/wood_cargo.png 220 90 09 65 64 -31 -34 1402 sprites/graphics/wood_cargo.png 220 170 09 65 64 -8 -46 1403 * 9 02 04 00 01 01 \w0 \w1 1404 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1405 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1406 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1407 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1408 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1409 * 23 02 04 A8 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1410 * 18 02 04 A8 81 1A 20 00 \2sto 1A 00 00 01 A8 00 00 00 A8 00 # 749 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1411 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1412 sprites/graphics/barrels_cargo.png 10 90 09 65 64 -31 -34 1413 sprites/graphics/barrels_cargo.png 10 170 09 65 64 -54 -46 1414 sprites/graphics/barrels_cargo.png 150 90 09 65 64 -31 -34 1415 sprites/graphics/barrels_cargo.png 150 170 09 65 64 -8 -46 1416 sprites/graphics/barrels_cargo.png 80 90 09 65 64 -31 -34 1417 sprites/graphics/barrels_cargo.png 80 170 09 65 64 -54 -46 1418 sprites/graphics/barrels_cargo.png 220 90 09 65 64 -31 -34 1419 sprites/graphics/barrels_cargo.png 220 170 09 65 64 -8 -46 1420 * 9 02 04 00 01 01 \w0 \w1 1421 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1422 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1423 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1424 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1425 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1426 * 23 02 04 A9 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1427 * 18 02 04 A9 81 1A 20 00 \2sto 1A 00 00 01 A9 00 00 00 A9 00 # 753 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1428 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1429 sprites/graphics/metal_cargo.png 10 90 09 65 64 -31 -34 1430 sprites/graphics/metal_cargo.png 10 170 09 65 64 -54 -46 1431 sprites/graphics/metal_cargo.png 150 90 09 65 64 -31 -34 1432 sprites/graphics/metal_cargo.png 150 170 09 65 64 -8 -46 1433 sprites/graphics/metal_cargo.png 80 90 09 65 64 -31 -34 1434 sprites/graphics/metal_cargo.png 80 170 09 65 64 -54 -46 1435 sprites/graphics/metal_cargo.png 220 90 09 65 64 -31 -34 1436 sprites/graphics/metal_cargo.png 220 170 09 65 64 -8 -46 1437 * 9 02 04 00 01 01 \w0 \w1 1438 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1439 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1440 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1441 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1442 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1443 * 23 02 04 AA 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1444 * 18 02 04 AA 81 1A 20 00 \2sto 1A 00 00 01 AA 00 00 00 AA 00 # 757 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1445 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1446 sprites/graphics/fruit_vegetable_cargo.png 10 90 09 65 64 -31 -34 1447 sprites/graphics/fruit_vegetable_cargo.png 10 170 09 65 64 -54 -46 1448 sprites/graphics/fruit_vegetable_cargo.png 150 90 09 65 64 -31 -34 1449 sprites/graphics/fruit_vegetable_cargo.png 150 170 09 65 64 -8 -46 1450 sprites/graphics/fruit_vegetable_cargo.png 80 90 09 65 64 -31 -34 1451 sprites/graphics/fruit_vegetable_cargo.png 80 170 09 65 64 -54 -46 1452 sprites/graphics/fruit_vegetable_cargo.png 220 90 09 65 64 -31 -34 1453 sprites/graphics/fruit_vegetable_cargo.png 220 170 09 65 64 -8 -46 1454 * 9 02 04 00 01 01 \w0 \w1 1455 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1456 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1457 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1458 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1459 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1460 * 23 02 04 AB 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1461 * 18 02 04 AB 81 1A 20 00 \2sto 1A 00 00 01 AB 00 00 00 AB 00 # 761 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1462 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1463 sprites/graphics/barrels_bare_metal_cargo.png 10 90 09 65 64 -31 -34 1464 sprites/graphics/barrels_bare_metal_cargo.png 10 170 09 65 64 -54 -46 1465 sprites/graphics/barrels_bare_metal_cargo.png 150 90 09 65 64 -31 -34 1466 sprites/graphics/barrels_bare_metal_cargo.png 150 170 09 65 64 -8 -46 1467 sprites/graphics/barrels_bare_metal_cargo.png 80 90 09 65 64 -31 -34 1468 sprites/graphics/barrels_bare_metal_cargo.png 80 170 09 65 64 -54 -46 1469 sprites/graphics/barrels_bare_metal_cargo.png 220 90 09 65 64 -31 -34 1470 sprites/graphics/barrels_bare_metal_cargo.png 220 170 09 65 64 -8 -46 1471 * 9 02 04 00 01 01 \w0 \w1 1472 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1473 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1474 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1475 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1476 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1477 * 23 02 04 AC 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1478 * 18 02 04 AC 81 1A 20 00 \2sto 1A 00 00 01 AC 00 00 00 AC 00 # 765 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1479 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1480 sprites/graphics/alcohol_cargo.png 10 90 09 65 64 -31 -34 1481 sprites/graphics/alcohol_cargo.png 10 170 09 65 64 -54 -46 1482 sprites/graphics/alcohol_cargo.png 150 90 09 65 64 -31 -34 1483 sprites/graphics/alcohol_cargo.png 150 170 09 65 64 -8 -46 1484 sprites/graphics/alcohol_cargo.png 80 90 09 65 64 -31 -34 1485 sprites/graphics/alcohol_cargo.png 80 170 09 65 64 -54 -46 1486 sprites/graphics/alcohol_cargo.png 220 90 09 65 64 -31 -34 1487 sprites/graphics/alcohol_cargo.png 220 170 09 65 64 -8 -46 1488 * 9 02 04 00 01 01 \w0 \w1 1489 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1490 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1491 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1492 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1493 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1494 * 23 02 04 AD 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1495 * 18 02 04 AD 81 1A 20 00 \2sto 1A 00 00 01 AD 00 00 00 AD 00 # 769 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1496 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1497 sprites/graphics/crates_white_cargo.png 10 90 09 65 64 -31 -34 1498 sprites/graphics/crates_white_cargo.png 10 170 09 65 64 -54 -46 1499 sprites/graphics/crates_white_cargo.png 150 90 09 65 64 -31 -34 1500 sprites/graphics/crates_white_cargo.png 150 170 09 65 64 -8 -46 1501 sprites/graphics/crates_white_cargo.png 80 90 09 65 64 -31 -34 1502 sprites/graphics/crates_white_cargo.png 80 170 09 65 64 -54 -46 1503 sprites/graphics/crates_white_cargo.png 220 90 09 65 64 -31 -34 1504 sprites/graphics/crates_white_cargo.png 220 170 09 65 64 -8 -46 1505 * 9 02 04 00 01 01 \w0 \w1 1506 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1507 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1508 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1509 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1510 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1511 * 23 02 04 AE 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1512 * 18 02 04 AE 81 1A 20 00 \2sto 1A 00 00 01 AE 00 00 00 AE 00 # 773 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1513 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1514 sprites/graphics/bauxite_cargo.png 10 90 09 65 64 -31 -34 1515 sprites/graphics/bauxite_cargo.png 10 170 09 65 64 -54 -46 1516 sprites/graphics/bauxite_cargo.png 150 90 09 65 64 -31 -34 1517 sprites/graphics/bauxite_cargo.png 150 170 09 65 64 -8 -46 1518 sprites/graphics/bauxite_cargo.png 80 90 09 65 64 -31 -34 1519 sprites/graphics/bauxite_cargo.png 80 170 09 65 64 -54 -46 1520 sprites/graphics/bauxite_cargo.png 220 90 09 65 64 -31 -34 1521 sprites/graphics/bauxite_cargo.png 220 170 09 65 64 -8 -46 1522 * 9 02 04 00 01 01 \w0 \w1 1523 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1524 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1525 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1526 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1527 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1528 * 23 02 04 AF 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1529 * 18 02 04 AF 81 1A 20 00 \2sto 1A 00 00 01 AF 00 00 00 AF 00 # 777 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1530 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1531 sprites/graphics/copper_ore_cargo.png 10 90 09 65 64 -31 -34 1532 sprites/graphics/copper_ore_cargo.png 10 170 09 65 64 -54 -46 1533 sprites/graphics/copper_ore_cargo.png 150 90 09 65 64 -31 -34 1534 sprites/graphics/copper_ore_cargo.png 150 170 09 65 64 -8 -46 1535 sprites/graphics/copper_ore_cargo.png 80 90 09 65 64 -31 -34 1536 sprites/graphics/copper_ore_cargo.png 80 170 09 65 64 -54 -46 1537 sprites/graphics/copper_ore_cargo.png 220 90 09 65 64 -31 -34 1538 sprites/graphics/copper_ore_cargo.png 220 170 09 65 64 -8 -46 1539 * 9 02 04 00 01 01 \w0 \w1 1540 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1541 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1542 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1543 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1544 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1545 * 23 02 04 C0 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1546 * 18 02 04 C0 81 1A 20 00 \2sto 1A 00 00 01 C0 00 00 00 C0 00 # 781 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1547 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1548 sprites/graphics/rubber_cargo.png 10 90 09 65 64 -31 -34 1549 sprites/graphics/rubber_cargo.png 10 170 09 65 64 -54 -46 1550 sprites/graphics/rubber_cargo.png 150 90 09 65 64 -31 -34 1551 sprites/graphics/rubber_cargo.png 150 170 09 65 64 -8 -46 1552 sprites/graphics/rubber_cargo.png 80 90 09 65 64 -31 -34 1553 sprites/graphics/rubber_cargo.png 80 170 09 65 64 -54 -46 1554 sprites/graphics/rubber_cargo.png 220 90 09 65 64 -31 -34 1555 sprites/graphics/rubber_cargo.png 220 170 09 65 64 -8 -46 1556 * 9 02 04 00 01 01 \w0 \w1 1557 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1558 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1559 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1560 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1561 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1562 * 23 02 04 C1 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1563 * 18 02 04 C1 81 1A 20 00 \2sto 1A 00 00 01 C1 00 00 00 C1 00 # 785 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1564 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1565 sprites/graphics/sugar_cargo.png 10 90 09 65 64 -31 -34 1566 sprites/graphics/sugar_cargo.png 10 170 09 65 64 -54 -46 1567 sprites/graphics/sugar_cargo.png 150 90 09 65 64 -31 -34 1568 sprites/graphics/sugar_cargo.png 150 170 09 65 64 -8 -46 1569 sprites/graphics/sugar_cargo.png 80 90 09 65 64 -31 -34 1570 sprites/graphics/sugar_cargo.png 80 170 09 65 64 -54 -46 1571 sprites/graphics/sugar_cargo.png 220 90 09 65 64 -31 -34 1572 sprites/graphics/sugar_cargo.png 220 170 09 65 64 -8 -46 1573 * 9 02 04 00 01 01 \w0 \w1 1574 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1575 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1576 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1577 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1578 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1579 * 23 02 04 C2 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1580 * 18 02 04 C2 81 1A 20 00 \2sto 1A 00 00 01 C2 00 00 00 C2 00 # 789 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1581 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1582 sprites/graphics/coffee_cargo.png 10 90 09 65 64 -31 -34 1583 sprites/graphics/coffee_cargo.png 10 170 09 65 64 -54 -46 1584 sprites/graphics/coffee_cargo.png 150 90 09 65 64 -31 -34 1585 sprites/graphics/coffee_cargo.png 150 170 09 65 64 -8 -46 1586 sprites/graphics/coffee_cargo.png 80 90 09 65 64 -31 -34 1587 sprites/graphics/coffee_cargo.png 80 170 09 65 64 -54 -46 1588 sprites/graphics/coffee_cargo.png 220 90 09 65 64 -31 -34 1589 sprites/graphics/coffee_cargo.png 220 170 09 65 64 -8 -46 1590 * 9 02 04 00 01 01 \w0 \w1 1591 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1592 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1593 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1594 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1595 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1596 * 23 02 04 C3 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1597 * 18 02 04 C3 81 1A 20 00 \2sto 1A 00 00 01 C3 00 00 00 C3 00 # 793 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1598 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1599 sprites/graphics/sugarcane_cargo.png 10 90 09 65 64 -31 -34 1600 sprites/graphics/sugarcane_cargo.png 10 170 09 65 64 -54 -46 1601 sprites/graphics/sugarcane_cargo.png 150 90 09 65 64 -31 -34 1602 sprites/graphics/sugarcane_cargo.png 150 170 09 65 64 -8 -46 1603 sprites/graphics/sugarcane_cargo.png 80 90 09 65 64 -31 -34 1604 sprites/graphics/sugarcane_cargo.png 80 170 09 65 64 -54 -46 1605 sprites/graphics/sugarcane_cargo.png 220 90 09 65 64 -31 -34 1606 sprites/graphics/sugarcane_cargo.png 220 170 09 65 64 -8 -46 1607 * 9 02 04 00 01 01 \w0 \w1 1608 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1609 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1610 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1611 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1612 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1613 * 23 02 04 C4 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1614 * 18 02 04 C4 81 1A 20 00 \2sto 1A 00 00 01 C4 00 00 00 C4 00 # 797 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1615 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1616 sprites/graphics/nitrates_cargo.png 10 90 09 65 64 -31 -34 1617 sprites/graphics/nitrates_cargo.png 10 170 09 65 64 -54 -46 1618 sprites/graphics/nitrates_cargo.png 150 90 09 65 64 -31 -34 1619 sprites/graphics/nitrates_cargo.png 150 170 09 65 64 -8 -46 1620 sprites/graphics/nitrates_cargo.png 80 90 09 65 64 -31 -34 1621 sprites/graphics/nitrates_cargo.png 80 170 09 65 64 -54 -46 1622 sprites/graphics/nitrates_cargo.png 220 90 09 65 64 -31 -34 1623 sprites/graphics/nitrates_cargo.png 220 170 09 65 64 -8 -46 1624 * 9 02 04 00 01 01 \w0 \w1 1625 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1626 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1627 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1628 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1629 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1630 * 23 02 04 C5 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1631 * 18 02 04 C5 81 1A 20 00 \2sto 1A 00 00 01 C5 00 00 00 C5 00 # 801 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1632 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1633 sprites/graphics/sugar_beet_cargo.png 10 90 09 65 64 -31 -34 1634 sprites/graphics/sugar_beet_cargo.png 10 170 09 65 64 -54 -46 1635 sprites/graphics/sugar_beet_cargo.png 150 90 09 65 64 -31 -34 1636 sprites/graphics/sugar_beet_cargo.png 150 170 09 65 64 -8 -46 1637 sprites/graphics/sugar_beet_cargo.png 80 90 09 65 64 -31 -34 1638 sprites/graphics/sugar_beet_cargo.png 80 170 09 65 64 -54 -46 1639 sprites/graphics/sugar_beet_cargo.png 220 90 09 65 64 -31 -34 1640 sprites/graphics/sugar_beet_cargo.png 220 170 09 65 64 -8 -46 1641 * 9 02 04 00 01 01 \w0 \w1 1642 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1643 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1644 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1645 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1646 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1647 * 23 02 04 C6 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1648 * 18 02 04 C6 81 1A 20 00 \2sto 1A 00 00 01 C6 00 00 00 C6 00 # 805 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1649 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1650 sprites/graphics/paper_cargo.png 10 90 09 65 64 -31 -34 1651 sprites/graphics/paper_cargo.png 10 170 09 65 64 -54 -46 1652 sprites/graphics/paper_cargo.png 150 90 09 65 64 -31 -34 1653 sprites/graphics/paper_cargo.png 150 170 09 65 64 -8 -46 1654 sprites/graphics/paper_cargo.png 80 90 09 65 64 -31 -34 1655 sprites/graphics/paper_cargo.png 80 170 09 65 64 -54 -46 1656 sprites/graphics/paper_cargo.png 220 90 09 65 64 -31 -34 1657 sprites/graphics/paper_cargo.png 220 170 09 65 64 -8 -46 1658 * 9 02 04 00 01 01 \w0 \w1 1659 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1660 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1661 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1662 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1663 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1664 * 23 02 04 C7 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1665 * 18 02 04 C7 81 1A 20 00 \2sto 1A 00 00 01 C7 00 00 00 C7 00 # 809 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1666 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1667 sprites/graphics/pyrite_ore_cargo.png 10 90 09 65 64 -31 -34 1668 sprites/graphics/pyrite_ore_cargo.png 10 170 09 65 64 -54 -46 1669 sprites/graphics/pyrite_ore_cargo.png 150 90 09 65 64 -31 -34 1670 sprites/graphics/pyrite_ore_cargo.png 150 170 09 65 64 -8 -46 1671 sprites/graphics/pyrite_ore_cargo.png 80 90 09 65 64 -31 -34 1672 sprites/graphics/pyrite_ore_cargo.png 80 170 09 65 64 -54 -46 1673 sprites/graphics/pyrite_ore_cargo.png 220 90 09 65 64 -31 -34 1674 sprites/graphics/pyrite_ore_cargo.png 220 170 09 65 64 -8 -46 1675 * 9 02 04 00 01 01 \w0 \w1 1676 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1677 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1678 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1679 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1680 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1681 * 23 02 04 C8 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1682 * 18 02 04 C8 81 1A 20 00 \2sto 1A 00 00 01 C8 00 00 00 C8 00 # 813 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1683 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1684 sprites/graphics/phosphate_cargo.png 10 90 09 65 64 -31 -34 1685 sprites/graphics/phosphate_cargo.png 10 170 09 65 64 -54 -46 1686 sprites/graphics/phosphate_cargo.png 150 90 09 65 64 -31 -34 1687 sprites/graphics/phosphate_cargo.png 150 170 09 65 64 -8 -46 1688 sprites/graphics/phosphate_cargo.png 80 90 09 65 64 -31 -34 1689 sprites/graphics/phosphate_cargo.png 80 170 09 65 64 -54 -46 1690 sprites/graphics/phosphate_cargo.png 220 90 09 65 64 -31 -34 1691 sprites/graphics/phosphate_cargo.png 220 170 09 65 64 -8 -46 1692 * 9 02 04 00 01 01 \w0 \w1 1693 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1694 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1695 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1696 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1697 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1698 * 23 02 04 C9 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1699 * 18 02 04 C9 81 1A 20 00 \2sto 1A 00 00 01 C9 00 00 00 C9 00 # 817 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1700 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1701 sprites/graphics/manganese_ore_cargo.png 10 90 09 65 64 -31 -34 1702 sprites/graphics/manganese_ore_cargo.png 10 170 09 65 64 -54 -46 1703 sprites/graphics/manganese_ore_cargo.png 150 90 09 65 64 -31 -34 1704 sprites/graphics/manganese_ore_cargo.png 150 170 09 65 64 -8 -46 1705 sprites/graphics/manganese_ore_cargo.png 80 90 09 65 64 -31 -34 1706 sprites/graphics/manganese_ore_cargo.png 80 170 09 65 64 -54 -46 1707 sprites/graphics/manganese_ore_cargo.png 220 90 09 65 64 -31 -34 1708 sprites/graphics/manganese_ore_cargo.png 220 170 09 65 64 -8 -46 1709 * 9 02 04 00 01 01 \w0 \w1 1710 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1711 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1712 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1713 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1714 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1715 * 23 02 04 CA 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1716 * 18 02 04 CA 81 1A 20 00 \2sto 1A 00 00 01 CA 00 00 00 CA 00 # 821 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1717 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1718 sprites/graphics/vehicles_cargo.png 10 90 09 65 64 -31 -34 1719 sprites/graphics/vehicles_cargo.png 10 170 09 65 64 -54 -46 1720 sprites/graphics/vehicles_cargo.png 150 90 09 65 64 -31 -34 1721 sprites/graphics/vehicles_cargo.png 150 170 09 65 64 -8 -46 1722 sprites/graphics/vehicles_cargo.png 80 90 09 65 64 -31 -34 1723 sprites/graphics/vehicles_cargo.png 80 170 09 65 64 -54 -46 1724 sprites/graphics/vehicles_cargo.png 220 90 09 65 64 -31 -34 1725 sprites/graphics/vehicles_cargo.png 220 170 09 65 64 -8 -46 1726 * 9 02 04 00 01 01 \w0 \w1 1727 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1728 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1729 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1730 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1731 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1732 * 23 02 04 CB 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1733 * 18 02 04 CB 81 1A 20 00 \2sto 1A 00 00 01 CB 00 00 00 CB 00 # 825 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1734 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1735 sprites/graphics/nuts_cargo.png 10 90 09 65 64 -31 -34 1736 sprites/graphics/nuts_cargo.png 10 170 09 65 64 -54 -46 1737 sprites/graphics/nuts_cargo.png 150 90 09 65 64 -31 -34 1738 sprites/graphics/nuts_cargo.png 150 170 09 65 64 -8 -46 1739 sprites/graphics/nuts_cargo.png 80 90 09 65 64 -31 -34 1740 sprites/graphics/nuts_cargo.png 80 170 09 65 64 -54 -46 1741 sprites/graphics/nuts_cargo.png 220 90 09 65 64 -31 -34 1742 sprites/graphics/nuts_cargo.png 220 170 09 65 64 -8 -46 1743 * 9 02 04 00 01 01 \w0 \w1 1744 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1745 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1746 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1747 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1748 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1749 * 23 02 04 CC 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1750 * 18 02 04 CC 81 1A 20 00 \2sto 1A 00 00 01 CC 00 00 00 CC 00 # 829 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1751 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1752 sprites/graphics/cassava_cargo.png 10 90 09 65 64 -31 -34 1753 sprites/graphics/cassava_cargo.png 10 170 09 65 64 -54 -46 1754 sprites/graphics/cassava_cargo.png 150 90 09 65 64 -31 -34 1755 sprites/graphics/cassava_cargo.png 150 170 09 65 64 -8 -46 1756 sprites/graphics/cassava_cargo.png 80 90 09 65 64 -31 -34 1757 sprites/graphics/cassava_cargo.png 80 170 09 65 64 -54 -46 1758 sprites/graphics/cassava_cargo.png 220 90 09 65 64 -31 -34 1759 sprites/graphics/cassava_cargo.png 220 170 09 65 64 -8 -46 1760 * 9 02 04 00 01 01 \w0 \w1 1761 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1762 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1763 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1764 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1765 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1766 * 23 02 04 CD 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1767 * 18 02 04 CD 81 1A 20 00 \2sto 1A 00 00 01 CD 00 00 00 CD 00 # 833 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1768 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1769 sprites/graphics/copper_cargo.png 10 90 09 65 64 -31 -34 1770 sprites/graphics/copper_cargo.png 10 170 09 65 64 -54 -46 1771 sprites/graphics/copper_cargo.png 150 90 09 65 64 -31 -34 1772 sprites/graphics/copper_cargo.png 150 170 09 65 64 -8 -46 1773 sprites/graphics/copper_cargo.png 80 90 09 65 64 -31 -34 1774 sprites/graphics/copper_cargo.png 80 170 09 65 64 -54 -46 1775 sprites/graphics/copper_cargo.png 220 90 09 65 64 -31 -34 1776 sprites/graphics/copper_cargo.png 220 170 09 65 64 -8 -46 1777 * 9 02 04 00 01 01 \w0 \w1 1778 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1779 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1780 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1781 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1782 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1783 * 23 02 04 CE 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1784 * 18 02 04 CE 81 1A 20 00 \2sto 1A 00 00 01 CE 00 00 00 CE 00 # 837 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1785 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1786 sprites/graphics/slag_cargo.png 10 90 09 65 64 -31 -34 1787 sprites/graphics/slag_cargo.png 10 170 09 65 64 -54 -46 1788 sprites/graphics/slag_cargo.png 150 90 09 65 64 -31 -34 1789 sprites/graphics/slag_cargo.png 150 170 09 65 64 -8 -46 1790 sprites/graphics/slag_cargo.png 80 90 09 65 64 -31 -34 1791 sprites/graphics/slag_cargo.png 80 170 09 65 64 -54 -46 1792 sprites/graphics/slag_cargo.png 220 90 09 65 64 -31 -34 1793 sprites/graphics/slag_cargo.png 220 170 09 65 64 -8 -46 1794 * 9 02 04 00 01 01 \w0 \w1 1795 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1796 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1797 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1798 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1799 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1800 * 23 02 04 CF 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1801 * 18 02 04 CF 81 1A 20 00 \2sto 1A 00 00 01 CF 00 00 00 CF 00 # 841 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1802 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1803 sprites/graphics/pipe_cargo.png 10 90 09 65 64 -31 -34 1804 sprites/graphics/pipe_cargo.png 10 170 09 65 64 -54 -46 1805 sprites/graphics/pipe_cargo.png 150 90 09 65 64 -31 -34 1806 sprites/graphics/pipe_cargo.png 150 170 09 65 64 -8 -46 1807 sprites/graphics/pipe_cargo.png 80 90 09 65 64 -31 -34 1808 sprites/graphics/pipe_cargo.png 80 170 09 65 64 -54 -46 1809 sprites/graphics/pipe_cargo.png 220 90 09 65 64 -31 -34 1810 sprites/graphics/pipe_cargo.png 220 170 09 65 64 -8 -46 1811 * 9 02 04 00 01 01 \w0 \w1 1812 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1813 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1814 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1815 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1816 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1817 * 23 02 04 D0 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1818 * 18 02 04 D0 81 1A 20 00 \2sto 1A 00 00 01 D0 00 00 00 D0 00 # 845 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1819 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1820 sprites/graphics/sulphur_cargo.png 10 90 09 65 64 -31 -34 1821 sprites/graphics/sulphur_cargo.png 10 170 09 65 64 -54 -46 1822 sprites/graphics/sulphur_cargo.png 150 90 09 65 64 -31 -34 1823 sprites/graphics/sulphur_cargo.png 150 170 09 65 64 -8 -46 1824 sprites/graphics/sulphur_cargo.png 80 90 09 65 64 -31 -34 1825 sprites/graphics/sulphur_cargo.png 80 170 09 65 64 -54 -46 1826 sprites/graphics/sulphur_cargo.png 220 90 09 65 64 -31 -34 1827 sprites/graphics/sulphur_cargo.png 220 170 09 65 64 -8 -46 1828 * 9 02 04 00 01 01 \w0 \w1 1829 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1830 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1831 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1832 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1833 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1834 * 23 02 04 D1 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1835 * 18 02 04 D1 81 1A 20 00 \2sto 1A 00 00 01 D1 00 00 00 D1 00 # 849 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1836 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1837 sprites/graphics/soda_ash_cargo.png 10 90 09 65 64 -31 -34 1838 sprites/graphics/soda_ash_cargo.png 10 170 09 65 64 -54 -46 1839 sprites/graphics/soda_ash_cargo.png 150 90 09 65 64 -31 -34 1840 sprites/graphics/soda_ash_cargo.png 150 170 09 65 64 -8 -46 1841 sprites/graphics/soda_ash_cargo.png 80 90 09 65 64 -31 -34 1842 sprites/graphics/soda_ash_cargo.png 80 170 09 65 64 -54 -46 1843 sprites/graphics/soda_ash_cargo.png 220 90 09 65 64 -31 -34 1844 sprites/graphics/soda_ash_cargo.png 220 170 09 65 64 -8 -46 1845 * 9 02 04 00 01 01 \w0 \w1 1846 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1847 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1848 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1849 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1850 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1851 * 23 02 04 D2 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1852 * 18 02 04 D2 81 1A 20 00 \2sto 1A 00 00 01 D2 00 00 00 D2 00 # 853 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1853 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1854 sprites/graphics/cement_cargo.png 10 90 09 65 64 -31 -34 1855 sprites/graphics/cement_cargo.png 10 170 09 65 64 -54 -46 1856 sprites/graphics/cement_cargo.png 150 90 09 65 64 -31 -34 1857 sprites/graphics/cement_cargo.png 150 170 09 65 64 -8 -46 1858 sprites/graphics/cement_cargo.png 80 90 09 65 64 -31 -34 1859 sprites/graphics/cement_cargo.png 80 170 09 65 64 -54 -46 1860 sprites/graphics/cement_cargo.png 220 90 09 65 64 -31 -34 1861 sprites/graphics/cement_cargo.png 220 170 09 65 64 -8 -46 1862 * 9 02 04 00 01 01 \w0 \w1 1863 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1864 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1865 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1866 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1867 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1868 * 23 02 04 D3 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1869 * 18 02 04 D3 81 1A 20 00 \2sto 1A 00 00 01 D3 00 00 00 D3 00 # 857 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1870 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1871 sprites/graphics/vehicle_bodies_cargo.png 10 90 09 65 64 -31 -34 1872 sprites/graphics/vehicle_bodies_cargo.png 10 170 09 65 64 -54 -46 1873 sprites/graphics/vehicle_bodies_cargo.png 150 90 09 65 64 -31 -34 1874 sprites/graphics/vehicle_bodies_cargo.png 150 170 09 65 64 -8 -46 1875 sprites/graphics/vehicle_bodies_cargo.png 80 90 09 65 64 -31 -34 1876 sprites/graphics/vehicle_bodies_cargo.png 80 170 09 65 64 -54 -46 1877 sprites/graphics/vehicle_bodies_cargo.png 220 90 09 65 64 -31 -34 1878 sprites/graphics/vehicle_bodies_cargo.png 220 170 09 65 64 -8 -46 1879 * 9 02 04 00 01 01 \w0 \w1 1880 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1881 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1882 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1883 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1884 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1885 * 23 02 04 D4 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1886 * 18 02 04 D4 81 1A 20 00 \2sto 1A 00 00 01 D4 00 00 00 D4 00 # 861 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1887 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1888 sprites/graphics/peat_cargo.png 10 90 09 65 64 -31 -34 1889 sprites/graphics/peat_cargo.png 10 170 09 65 64 -54 -46 1890 sprites/graphics/peat_cargo.png 150 90 09 65 64 -31 -34 1891 sprites/graphics/peat_cargo.png 150 170 09 65 64 -8 -46 1892 sprites/graphics/peat_cargo.png 80 90 09 65 64 -31 -34 1893 sprites/graphics/peat_cargo.png 80 170 09 65 64 -54 -46 1894 sprites/graphics/peat_cargo.png 220 90 09 65 64 -31 -34 1895 sprites/graphics/peat_cargo.png 220 170 09 65 64 -8 -46 1896 * 9 02 04 00 01 01 \w0 \w1 1897 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1898 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1899 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1900 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1901 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1902 * 23 02 04 D5 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1903 * 18 02 04 D5 81 1A 20 00 \2sto 1A 00 00 01 D5 00 00 00 D5 00 # 865 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1904 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1905 sprites/graphics/kaolin_cargo.png 10 90 09 65 64 -31 -34 1906 sprites/graphics/kaolin_cargo.png 10 170 09 65 64 -54 -46 1907 sprites/graphics/kaolin_cargo.png 150 90 09 65 64 -31 -34 1908 sprites/graphics/kaolin_cargo.png 150 170 09 65 64 -8 -46 1909 sprites/graphics/kaolin_cargo.png 80 90 09 65 64 -31 -34 1910 sprites/graphics/kaolin_cargo.png 80 170 09 65 64 -54 -46 1911 sprites/graphics/kaolin_cargo.png 220 90 09 65 64 -31 -34 1912 sprites/graphics/kaolin_cargo.png 220 170 09 65 64 -8 -46 1913 * 9 02 04 00 01 01 \w0 \w1 1914 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1915 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1916 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1917 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1918 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1919 * 23 02 04 D6 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1920 * 18 02 04 D6 81 1A 20 00 \2sto 1A 00 00 01 D6 00 00 00 D6 00 # 869 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 1921 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1922 sprites/graphics/limestone_cargo.png 10 90 09 65 64 -31 -34 1923 sprites/graphics/limestone_cargo.png 10 170 09 65 64 -54 -46 1924 sprites/graphics/limestone_cargo.png 150 90 09 65 64 -31 -34 1925 sprites/graphics/limestone_cargo.png 150 170 09 65 64 -8 -46 1926 sprites/graphics/limestone_cargo.png 80 90 09 65 64 -31 -34 1927 sprites/graphics/limestone_cargo.png 80 170 09 65 64 -54 -46 1928 sprites/graphics/limestone_cargo.png 220 90 09 65 64 -31 -34 1929 sprites/graphics/limestone_cargo.png 220 170 09 65 64 -8 -46 1930 * 9 02 04 00 01 01 \w0 \w1 1931 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 1932 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 1933 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 1934 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 1935 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 1936 * 23 02 04 D7 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1937 * 18 02 04 D7 81 1A 20 00 \2sto 1A 00 00 01 D7 00 00 00 D7 00 # 873 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 1938 * 18 02 04 20 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8000 // no crane 1939 * 14 02 04 20 81 // check for crane 49 10 0F // total platform length \b1 \wx8000 00 04 // for platforms <= length 4, no crane \wx20 1940 * 22 02 04 20 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx20 1941 * 22 02 04 20 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx20 // no building at south, maybe at north end? 1942 * 22 02 04 20 81 45 00 03 \b3 \wx8002 01 01 // buffer at north end \wx8004 02 02 // buffer at south end \wx8006 00 00 // buffer at both north and south \wx20 // no buffers, maybe some building 1943 * 17 02 04 B0 85 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx20 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1944 * 18 02 04 B0 81 1A 20 00 \2sto 1A 00 00 01 \wxB0 00 00 \wxB0 1945 * 23 02 04 B1 85 // Menu graphics 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx8000 \wx14 \wx14 \wx00 // Set temp register 0 to 0 1946 * 18 02 04 B1 81 1A 20 00 \2sto 1A 00 00 01 \wxB1 00 00 \wxB1 // Action 3 # 1 "sprites/nfo/tiles/../templates/simple_action_3.tnfo" 1 // byte is index in cargotable, word is THIS_SET_ID define above 1947 * 208 03 04 01 02 \b67 00 \wxA0 // cargo: WDPR 01 \wxA1 // cargo: SCRP 03 \wxA8 // cargo: WOOD 05 \wxAA // cargo: STEL 07 \wxA2 // cargo: BRCK 08 \wxA2 // cargo: FICR 0C \wxAB // cargo: FRUT 0D \wxAB // cargo: FRVG 0E \wxAE // cargo: FOOD 0F \wxA2 // cargo: FICR 10 \wxC1 // cargo: RUBR 11 \wxA9 // cargo: RFPR 12 \wxA9 // cargo: PETR 13 \wxA9 // cargo: OIL_ 14 \wxA2 // cargo: GOOD 16 \wxAC // cargo: MILK 17 \wxA6 // cargo: COAL 18 \wxA7 // cargo: IORE 19 \wxAF // cargo: AORE 1A \wxA5 // cargo: CLAY 1B \wxA3 // cargo: GRVL 1C \wxA4 // cargo: SAND 1E \wxC6 // cargo: SGBT 20 \wxC0 // cargo: CORE 29 \wxC2 // cargo: CORE 2F \wxA2 // cargo: FMSP 30 \wxA2 // cargo: ENSP 31 \wxA2 // cargo: MNSP 34 \wxAD // cargo: BEER 35 \wxA2 // cargo: BDMT 36 \wxAE // cargo: FISH 37 \wxA2 // cargo: VALU 38 \wxA2 // cargo: DIAM 39 \wxA2 // cargo: GOLD 3A \wxC3 // cargo: JAVA 3B \wxC4 // cargo: SGCN 3C \wxA2 // cargo: VPTS 3D \wxAB // cargo: BEAN 3E \wxC5 // cargo: NITR 27 \wxC7 // cargo: PAPR 3F \wxC8 // cargo: PORE 40 \wxC9 // cargo: PHOS 41 \wxCA // cargo: MNO2 42 \wxCB // cargo: VEHI 43 \wxAC // cargo: EOIL 44 \wxCC // cargo: NUTS 45 \wxCD // cargo: CASS 46 \wxCE // cargo: COPR 47 \wxAA // cargo: NICK 48 \wxA6 // cargo: COKE 49 \wxAA // cargo: METL 4A \wxCF // cargo: SLAG 4B \wxAA // cargo: IRON 4C \wxAC // cargo: QLME 4D \wxA2 // cargo: BOOM 4E \wxD0 // cargo: PIPE 4F \wxD1 // cargo: SULP 50 \wxD2 // cargo: SASH 51 \wxD3 // cargo: CMNT 52 \wxD4 // cargo: VBOD 53 \wxC9 // cargo: POTA 54 \wxAA // cargo: ZINC 55 \wxD5 // cargo: PEAT 56 \wxD6 // cargo: KAOL 57 \wxD7 // cargo: LIME 58 \wxD2 // cargo: SALT FF \wx B1 // menu \wxB0 # 944 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 9 "sprites/nfo/tiles/concrete_FIRS.pnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 1 1948 * 20 06 20 82 \b13 20 82 \b21 20 82 \b29 20 82 \b49 20 82 \b69 20 82 \b89 FF 1949 * 119 00 04 \b7 \b1 06 08 "CHPS" // Class ID - groups stations in menu 1A 06 // 6 tiles //Basic layout 40 // Use advanced sprite layout \dx40000030 \wx0002 00 // One TTD ground sprite without offset for other railtypes 40 // Use advanced sprite layout \dx40000030 \wx0002 00 // One TTD ground sprite without offset for other railtypes //With building on top 41 // Use advanced sprite layout \dx40000030 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000042D \wx0000 00 00 00 // x/y/z offset 10 10 10 // x/y/z extend 41 // Use advanced sprite layout \dx40000030 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000042D \wx0000 00 00 00 // x/y/z offset 10 10 10 // x/y/z extend //Crane 41 // Use advanced sprite layout \dx40000030 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000842D \wx0000 00 00 00 // x/y/z offset 10 10 20 // x/y/z extend 41 // Use advanced sprite layout \dx40000030 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000842D \wx0000 00 00 00 // x/y/z offset 10 10 20 // x/y/z extend 0B 03 // callback flags 10 \w500 // little / lots threshold for cargo display 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) 11 00 14 FF # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 1950 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1951 sprites/graphics/cranes.png 10 10 09 65 64 -31 -34 1952 sprites/graphics/cranes.png 80 10 09 65 64 -31 -34 1953 sprites/graphics/cranes.png 150 10 09 65 64 -31 -34 1954 sprites/graphics/cranes.png 220 10 09 65 64 -31 -34 1955 * 7 02 04 00 00 01 \w0 1956 * 7 02 04 01 00 01 \w1 1957 * 7 02 04 02 00 01 \w2 1958 * 7 02 04 03 00 01 \w3 1959 * 15 02 04 A0 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 54 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 1960 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1961 sprites/graphics/forklifts_small.png 10 10 09 65 64 -31 -34 1962 sprites/graphics/forklifts_small.png 80 10 09 65 64 -31 -34 1963 sprites/graphics/forklifts_small.png 150 10 09 65 64 -31 -34 1964 sprites/graphics/forklifts_small.png 220 10 09 65 64 -31 -34 1965 * 7 02 04 00 00 01 \w0 1966 * 7 02 04 01 00 01 \w1 1967 * 7 02 04 02 00 01 \w2 1968 * 7 02 04 03 00 01 \w3 1969 * 15 02 04 A1 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 58 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 1970 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1971 sprites/graphics/trucks_small.png 10 10 09 65 64 -31 -34 1972 sprites/graphics/trucks_small.png 80 10 09 65 64 -31 -34 1973 sprites/graphics/trucks_small.png 150 10 09 65 64 -31 -34 1974 sprites/graphics/trucks_small.png 220 10 09 65 64 -31 -34 1975 * 7 02 04 00 00 01 \w0 1976 * 7 02 04 01 00 01 \w1 1977 * 7 02 04 02 00 01 \w2 1978 * 7 02 04 03 00 01 \w3 1979 * 15 02 04 A2 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 62 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 1980 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1981 sprites/graphics/structures.png 10 10 09 65 64 -31 -34 1982 sprites/graphics/structures.png 80 10 09 65 64 -31 -34 1983 sprites/graphics/structures.png 150 10 09 65 64 -31 -34 1984 sprites/graphics/structures.png 220 10 09 65 64 -31 -34 1985 * 7 02 04 00 00 01 \w0 1986 * 7 02 04 01 00 01 \w1 1987 * 7 02 04 02 00 01 \w2 1988 * 7 02 04 03 00 01 \w3 1989 * 15 02 04 A3 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 66 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 // semi-random one from the sets above 1990 * 26 02 04 40 81 // 'building' instead of cargo 40 20 03 \2^ 40 08 03 \b3 // num ranges \wxA0 00 00 \wxA1 01 01 \wxA2 02 02 \wxA3 1991 * 17 02 04 40 85 // 'building' instead of cargo 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8004 \wx14 \wx14 // Force correct layout \wx40 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 1992 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 1993 sprites/graphics/lumber_cargo.png 10 10 09 65 64 -31 -34 1994 sprites/graphics/lumber_cargo.png 80 10 09 65 64 -31 -34 1995 sprites/graphics/lumber_cargo.png 150 10 09 65 64 -31 -34 1996 sprites/graphics/lumber_cargo.png 220 10 09 65 64 -31 -34 1997 * 9 02 04 00 01 01 \w0 \w1 1998 * 9 02 04 01 01 01 \w2 \w3 1999 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2000 * 17 02 04 A0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2001 * 15 02 04 A0 80 00 12 04 A0 00 A0 00 A0 00 \wx40 // Set temp register 0 to 0 2002 * 18 02 04 A0 81 1A 20 00 \2sto 1A 00 00 01 A0 00 00 00 A0 00 # 88 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2003 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2004 sprites/graphics/scrap_metal_cargo.png 10 10 09 65 64 -31 -34 2005 sprites/graphics/scrap_metal_cargo.png 80 10 09 65 64 -31 -34 2006 sprites/graphics/scrap_metal_cargo.png 150 10 09 65 64 -31 -34 2007 sprites/graphics/scrap_metal_cargo.png 220 10 09 65 64 -31 -34 2008 * 9 02 04 00 01 01 \w0 \w1 2009 * 9 02 04 01 01 01 \w2 \w3 2010 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2011 * 17 02 04 A1 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2012 * 15 02 04 A1 80 00 12 04 A1 00 A1 00 A1 00 \wx40 // Set temp register 0 to 0 2013 * 18 02 04 A1 81 1A 20 00 \2sto 1A 00 00 01 A1 00 00 00 A1 00 # 92 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2014 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2015 sprites/graphics/crates_cargo.png 10 10 09 65 64 -31 -34 2016 sprites/graphics/crates_cargo.png 80 10 09 65 64 -31 -34 2017 sprites/graphics/crates_cargo.png 150 10 09 65 64 -31 -34 2018 sprites/graphics/crates_cargo.png 220 10 09 65 64 -31 -34 2019 * 9 02 04 00 01 01 \w0 \w1 2020 * 9 02 04 01 01 01 \w2 \w3 2021 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2022 * 17 02 04 A2 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2023 * 15 02 04 A2 80 00 12 04 A2 00 A2 00 A2 00 \wx40 // Set temp register 0 to 0 2024 * 18 02 04 A2 81 1A 20 00 \2sto 1A 00 00 01 A2 00 00 00 A2 00 # 96 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2025 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2026 sprites/graphics/stone_cargo.png 10 10 09 65 64 -31 -34 2027 sprites/graphics/stone_cargo.png 80 10 09 65 64 -31 -34 2028 sprites/graphics/stone_cargo.png 150 10 09 65 64 -31 -34 2029 sprites/graphics/stone_cargo.png 220 10 09 65 64 -31 -34 2030 * 9 02 04 00 01 01 \w0 \w1 2031 * 9 02 04 01 01 01 \w2 \w3 2032 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2033 * 17 02 04 A3 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2034 * 15 02 04 A3 80 00 12 04 A3 00 A3 00 A3 00 \wx40 // Set temp register 0 to 0 2035 * 18 02 04 A3 81 1A 20 00 \2sto 1A 00 00 01 A3 00 00 00 A3 00 # 100 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2036 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2037 sprites/graphics/sand_cargo.png 10 10 09 65 64 -31 -34 2038 sprites/graphics/sand_cargo.png 80 10 09 65 64 -31 -34 2039 sprites/graphics/sand_cargo.png 150 10 09 65 64 -31 -34 2040 sprites/graphics/sand_cargo.png 220 10 09 65 64 -31 -34 2041 * 9 02 04 00 01 01 \w0 \w1 2042 * 9 02 04 01 01 01 \w2 \w3 2043 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2044 * 17 02 04 A4 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2045 * 15 02 04 A4 80 00 12 04 A4 00 A4 00 A4 00 \wx40 // Set temp register 0 to 0 2046 * 18 02 04 A4 81 1A 20 00 \2sto 1A 00 00 01 A4 00 00 00 A4 00 # 104 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2047 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2048 sprites/graphics/clay_cargo.png 10 10 09 65 64 -31 -34 2049 sprites/graphics/clay_cargo.png 80 10 09 65 64 -31 -34 2050 sprites/graphics/clay_cargo.png 150 10 09 65 64 -31 -34 2051 sprites/graphics/clay_cargo.png 220 10 09 65 64 -31 -34 2052 * 9 02 04 00 01 01 \w0 \w1 2053 * 9 02 04 01 01 01 \w2 \w3 2054 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2055 * 17 02 04 A5 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2056 * 15 02 04 A5 80 00 12 04 A5 00 A5 00 A5 00 \wx40 // Set temp register 0 to 0 2057 * 18 02 04 A5 81 1A 20 00 \2sto 1A 00 00 01 A5 00 00 00 A5 00 # 108 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2058 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2059 sprites/graphics/coal_cargo.png 10 10 09 65 64 -31 -34 2060 sprites/graphics/coal_cargo.png 80 10 09 65 64 -31 -34 2061 sprites/graphics/coal_cargo.png 150 10 09 65 64 -31 -34 2062 sprites/graphics/coal_cargo.png 220 10 09 65 64 -31 -34 2063 * 9 02 04 00 01 01 \w0 \w1 2064 * 9 02 04 01 01 01 \w2 \w3 2065 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2066 * 17 02 04 A6 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2067 * 15 02 04 A6 80 00 12 04 A6 00 A6 00 A6 00 \wx40 // Set temp register 0 to 0 2068 * 18 02 04 A6 81 1A 20 00 \2sto 1A 00 00 01 A6 00 00 00 A6 00 # 112 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2069 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2070 sprites/graphics/iron_ore_cargo.png 10 10 09 65 64 -31 -34 2071 sprites/graphics/iron_ore_cargo.png 80 10 09 65 64 -31 -34 2072 sprites/graphics/iron_ore_cargo.png 150 10 09 65 64 -31 -34 2073 sprites/graphics/iron_ore_cargo.png 220 10 09 65 64 -31 -34 2074 * 9 02 04 00 01 01 \w0 \w1 2075 * 9 02 04 01 01 01 \w2 \w3 2076 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2077 * 17 02 04 A7 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2078 * 15 02 04 A7 80 00 12 04 A7 00 A7 00 A7 00 \wx40 // Set temp register 0 to 0 2079 * 18 02 04 A7 81 1A 20 00 \2sto 1A 00 00 01 A7 00 00 00 A7 00 # 116 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2080 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2081 sprites/graphics/wood_cargo.png 10 10 09 65 64 -31 -34 2082 sprites/graphics/wood_cargo.png 80 10 09 65 64 -31 -34 2083 sprites/graphics/wood_cargo.png 150 10 09 65 64 -31 -34 2084 sprites/graphics/wood_cargo.png 220 10 09 65 64 -31 -34 2085 * 9 02 04 00 01 01 \w0 \w1 2086 * 9 02 04 01 01 01 \w2 \w3 2087 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2088 * 17 02 04 A8 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2089 * 15 02 04 A8 80 00 12 04 A8 00 A8 00 A8 00 \wx40 // Set temp register 0 to 0 2090 * 18 02 04 A8 81 1A 20 00 \2sto 1A 00 00 01 A8 00 00 00 A8 00 # 120 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2091 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2092 sprites/graphics/barrels_cargo.png 10 10 09 65 64 -31 -34 2093 sprites/graphics/barrels_cargo.png 80 10 09 65 64 -31 -34 2094 sprites/graphics/barrels_cargo.png 150 10 09 65 64 -31 -34 2095 sprites/graphics/barrels_cargo.png 220 10 09 65 64 -31 -34 2096 * 9 02 04 00 01 01 \w0 \w1 2097 * 9 02 04 01 01 01 \w2 \w3 2098 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2099 * 17 02 04 A9 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2100 * 15 02 04 A9 80 00 12 04 A9 00 A9 00 A9 00 \wx40 // Set temp register 0 to 0 2101 * 18 02 04 A9 81 1A 20 00 \2sto 1A 00 00 01 A9 00 00 00 A9 00 # 124 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2102 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2103 sprites/graphics/metal_cargo.png 10 10 09 65 64 -31 -34 2104 sprites/graphics/metal_cargo.png 80 10 09 65 64 -31 -34 2105 sprites/graphics/metal_cargo.png 150 10 09 65 64 -31 -34 2106 sprites/graphics/metal_cargo.png 220 10 09 65 64 -31 -34 2107 * 9 02 04 00 01 01 \w0 \w1 2108 * 9 02 04 01 01 01 \w2 \w3 2109 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2110 * 17 02 04 AA 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2111 * 15 02 04 AA 80 00 12 04 AA 00 AA 00 AA 00 \wx40 // Set temp register 0 to 0 2112 * 18 02 04 AA 81 1A 20 00 \2sto 1A 00 00 01 AA 00 00 00 AA 00 # 128 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2113 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2114 sprites/graphics/fruit_vegetable_cargo.png 10 10 09 65 64 -31 -34 2115 sprites/graphics/fruit_vegetable_cargo.png 80 10 09 65 64 -31 -34 2116 sprites/graphics/fruit_vegetable_cargo.png 150 10 09 65 64 -31 -34 2117 sprites/graphics/fruit_vegetable_cargo.png 220 10 09 65 64 -31 -34 2118 * 9 02 04 00 01 01 \w0 \w1 2119 * 9 02 04 01 01 01 \w2 \w3 2120 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2121 * 17 02 04 AB 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2122 * 15 02 04 AB 80 00 12 04 AB 00 AB 00 AB 00 \wx40 // Set temp register 0 to 0 2123 * 18 02 04 AB 81 1A 20 00 \2sto 1A 00 00 01 AB 00 00 00 AB 00 # 132 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2124 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2125 sprites/graphics/barrels_bare_metal_cargo.png 10 10 09 65 64 -31 -34 2126 sprites/graphics/barrels_bare_metal_cargo.png 80 10 09 65 64 -31 -34 2127 sprites/graphics/barrels_bare_metal_cargo.png 150 10 09 65 64 -31 -34 2128 sprites/graphics/barrels_bare_metal_cargo.png 220 10 09 65 64 -31 -34 2129 * 9 02 04 00 01 01 \w0 \w1 2130 * 9 02 04 01 01 01 \w2 \w3 2131 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2132 * 17 02 04 AC 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2133 * 15 02 04 AC 80 00 12 04 AC 00 AC 00 AC 00 \wx40 // Set temp register 0 to 0 2134 * 18 02 04 AC 81 1A 20 00 \2sto 1A 00 00 01 AC 00 00 00 AC 00 # 136 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2135 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2136 sprites/graphics/alcohol_cargo.png 10 10 09 65 64 -31 -34 2137 sprites/graphics/alcohol_cargo.png 80 10 09 65 64 -31 -34 2138 sprites/graphics/alcohol_cargo.png 150 10 09 65 64 -31 -34 2139 sprites/graphics/alcohol_cargo.png 220 10 09 65 64 -31 -34 2140 * 9 02 04 00 01 01 \w0 \w1 2141 * 9 02 04 01 01 01 \w2 \w3 2142 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2143 * 17 02 04 AD 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2144 * 15 02 04 AD 80 00 12 04 AD 00 AD 00 AD 00 \wx40 // Set temp register 0 to 0 2145 * 18 02 04 AD 81 1A 20 00 \2sto 1A 00 00 01 AD 00 00 00 AD 00 # 140 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2146 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2147 sprites/graphics/crates_white_cargo.png 10 10 09 65 64 -31 -34 2148 sprites/graphics/crates_white_cargo.png 80 10 09 65 64 -31 -34 2149 sprites/graphics/crates_white_cargo.png 150 10 09 65 64 -31 -34 2150 sprites/graphics/crates_white_cargo.png 220 10 09 65 64 -31 -34 2151 * 9 02 04 00 01 01 \w0 \w1 2152 * 9 02 04 01 01 01 \w2 \w3 2153 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2154 * 17 02 04 AE 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2155 * 15 02 04 AE 80 00 12 04 AE 00 AE 00 AE 00 \wx40 // Set temp register 0 to 0 2156 * 18 02 04 AE 81 1A 20 00 \2sto 1A 00 00 01 AE 00 00 00 AE 00 # 144 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2157 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2158 sprites/graphics/bauxite_cargo.png 10 10 09 65 64 -31 -34 2159 sprites/graphics/bauxite_cargo.png 80 10 09 65 64 -31 -34 2160 sprites/graphics/bauxite_cargo.png 150 10 09 65 64 -31 -34 2161 sprites/graphics/bauxite_cargo.png 220 10 09 65 64 -31 -34 2162 * 9 02 04 00 01 01 \w0 \w1 2163 * 9 02 04 01 01 01 \w2 \w3 2164 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2165 * 17 02 04 AF 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2166 * 15 02 04 AF 80 00 12 04 AF 00 AF 00 AF 00 \wx40 // Set temp register 0 to 0 2167 * 18 02 04 AF 81 1A 20 00 \2sto 1A 00 00 01 AF 00 00 00 AF 00 # 148 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2168 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2169 sprites/graphics/copper_ore_cargo.png 10 10 09 65 64 -31 -34 2170 sprites/graphics/copper_ore_cargo.png 80 10 09 65 64 -31 -34 2171 sprites/graphics/copper_ore_cargo.png 150 10 09 65 64 -31 -34 2172 sprites/graphics/copper_ore_cargo.png 220 10 09 65 64 -31 -34 2173 * 9 02 04 00 01 01 \w0 \w1 2174 * 9 02 04 01 01 01 \w2 \w3 2175 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2176 * 17 02 04 C0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2177 * 15 02 04 C0 80 00 12 04 C0 00 C0 00 C0 00 \wx40 // Set temp register 0 to 0 2178 * 18 02 04 C0 81 1A 20 00 \2sto 1A 00 00 01 C0 00 00 00 C0 00 # 152 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2179 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2180 sprites/graphics/rubber_cargo.png 10 10 09 65 64 -31 -34 2181 sprites/graphics/rubber_cargo.png 80 10 09 65 64 -31 -34 2182 sprites/graphics/rubber_cargo.png 150 10 09 65 64 -31 -34 2183 sprites/graphics/rubber_cargo.png 220 10 09 65 64 -31 -34 2184 * 9 02 04 00 01 01 \w0 \w1 2185 * 9 02 04 01 01 01 \w2 \w3 2186 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2187 * 17 02 04 C1 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2188 * 15 02 04 C1 80 00 12 04 C1 00 C1 00 C1 00 \wx40 // Set temp register 0 to 0 2189 * 18 02 04 C1 81 1A 20 00 \2sto 1A 00 00 01 C1 00 00 00 C1 00 # 156 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2190 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2191 sprites/graphics/sugar_cargo.png 10 10 09 65 64 -31 -34 2192 sprites/graphics/sugar_cargo.png 80 10 09 65 64 -31 -34 2193 sprites/graphics/sugar_cargo.png 150 10 09 65 64 -31 -34 2194 sprites/graphics/sugar_cargo.png 220 10 09 65 64 -31 -34 2195 * 9 02 04 00 01 01 \w0 \w1 2196 * 9 02 04 01 01 01 \w2 \w3 2197 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2198 * 17 02 04 C2 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2199 * 15 02 04 C2 80 00 12 04 C2 00 C2 00 C2 00 \wx40 // Set temp register 0 to 0 2200 * 18 02 04 C2 81 1A 20 00 \2sto 1A 00 00 01 C2 00 00 00 C2 00 # 160 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2201 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2202 sprites/graphics/coffee_cargo.png 10 10 09 65 64 -31 -34 2203 sprites/graphics/coffee_cargo.png 80 10 09 65 64 -31 -34 2204 sprites/graphics/coffee_cargo.png 150 10 09 65 64 -31 -34 2205 sprites/graphics/coffee_cargo.png 220 10 09 65 64 -31 -34 2206 * 9 02 04 00 01 01 \w0 \w1 2207 * 9 02 04 01 01 01 \w2 \w3 2208 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2209 * 17 02 04 C3 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2210 * 15 02 04 C3 80 00 12 04 C3 00 C3 00 C3 00 \wx40 // Set temp register 0 to 0 2211 * 18 02 04 C3 81 1A 20 00 \2sto 1A 00 00 01 C3 00 00 00 C3 00 # 164 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2212 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2213 sprites/graphics/sugarcane_cargo.png 10 10 09 65 64 -31 -34 2214 sprites/graphics/sugarcane_cargo.png 80 10 09 65 64 -31 -34 2215 sprites/graphics/sugarcane_cargo.png 150 10 09 65 64 -31 -34 2216 sprites/graphics/sugarcane_cargo.png 220 10 09 65 64 -31 -34 2217 * 9 02 04 00 01 01 \w0 \w1 2218 * 9 02 04 01 01 01 \w2 \w3 2219 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2220 * 17 02 04 C4 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2221 * 15 02 04 C4 80 00 12 04 C4 00 C4 00 C4 00 \wx40 // Set temp register 0 to 0 2222 * 18 02 04 C4 81 1A 20 00 \2sto 1A 00 00 01 C4 00 00 00 C4 00 # 168 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2223 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2224 sprites/graphics/nitrates_cargo.png 10 10 09 65 64 -31 -34 2225 sprites/graphics/nitrates_cargo.png 80 10 09 65 64 -31 -34 2226 sprites/graphics/nitrates_cargo.png 150 10 09 65 64 -31 -34 2227 sprites/graphics/nitrates_cargo.png 220 10 09 65 64 -31 -34 2228 * 9 02 04 00 01 01 \w0 \w1 2229 * 9 02 04 01 01 01 \w2 \w3 2230 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2231 * 17 02 04 C5 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2232 * 15 02 04 C5 80 00 12 04 C5 00 C5 00 C5 00 \wx40 // Set temp register 0 to 0 2233 * 18 02 04 C5 81 1A 20 00 \2sto 1A 00 00 01 C5 00 00 00 C5 00 # 172 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2234 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2235 sprites/graphics/sugar_beet_cargo.png 10 10 09 65 64 -31 -34 2236 sprites/graphics/sugar_beet_cargo.png 80 10 09 65 64 -31 -34 2237 sprites/graphics/sugar_beet_cargo.png 150 10 09 65 64 -31 -34 2238 sprites/graphics/sugar_beet_cargo.png 220 10 09 65 64 -31 -34 2239 * 9 02 04 00 01 01 \w0 \w1 2240 * 9 02 04 01 01 01 \w2 \w3 2241 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2242 * 17 02 04 C6 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2243 * 15 02 04 C6 80 00 12 04 C6 00 C6 00 C6 00 \wx40 // Set temp register 0 to 0 2244 * 18 02 04 C6 81 1A 20 00 \2sto 1A 00 00 01 C6 00 00 00 C6 00 # 176 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2245 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2246 sprites/graphics/paper_cargo.png 10 10 09 65 64 -31 -34 2247 sprites/graphics/paper_cargo.png 80 10 09 65 64 -31 -34 2248 sprites/graphics/paper_cargo.png 150 10 09 65 64 -31 -34 2249 sprites/graphics/paper_cargo.png 220 10 09 65 64 -31 -34 2250 * 9 02 04 00 01 01 \w0 \w1 2251 * 9 02 04 01 01 01 \w2 \w3 2252 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2253 * 17 02 04 C7 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2254 * 15 02 04 C7 80 00 12 04 C7 00 C7 00 C7 00 \wx40 // Set temp register 0 to 0 2255 * 18 02 04 C7 81 1A 20 00 \2sto 1A 00 00 01 C7 00 00 00 C7 00 # 180 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2256 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2257 sprites/graphics/pyrite_ore_cargo.png 10 10 09 65 64 -31 -34 2258 sprites/graphics/pyrite_ore_cargo.png 80 10 09 65 64 -31 -34 2259 sprites/graphics/pyrite_ore_cargo.png 150 10 09 65 64 -31 -34 2260 sprites/graphics/pyrite_ore_cargo.png 220 10 09 65 64 -31 -34 2261 * 9 02 04 00 01 01 \w0 \w1 2262 * 9 02 04 01 01 01 \w2 \w3 2263 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2264 * 17 02 04 C8 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2265 * 15 02 04 C8 80 00 12 04 C8 00 C8 00 C8 00 \wx40 // Set temp register 0 to 0 2266 * 18 02 04 C8 81 1A 20 00 \2sto 1A 00 00 01 C8 00 00 00 C8 00 # 184 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2267 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2268 sprites/graphics/phosphate_cargo.png 10 10 09 65 64 -31 -34 2269 sprites/graphics/phosphate_cargo.png 80 10 09 65 64 -31 -34 2270 sprites/graphics/phosphate_cargo.png 150 10 09 65 64 -31 -34 2271 sprites/graphics/phosphate_cargo.png 220 10 09 65 64 -31 -34 2272 * 9 02 04 00 01 01 \w0 \w1 2273 * 9 02 04 01 01 01 \w2 \w3 2274 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2275 * 17 02 04 C9 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2276 * 15 02 04 C9 80 00 12 04 C9 00 C9 00 C9 00 \wx40 // Set temp register 0 to 0 2277 * 18 02 04 C9 81 1A 20 00 \2sto 1A 00 00 01 C9 00 00 00 C9 00 # 188 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2278 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2279 sprites/graphics/manganese_ore_cargo.png 10 10 09 65 64 -31 -34 2280 sprites/graphics/manganese_ore_cargo.png 80 10 09 65 64 -31 -34 2281 sprites/graphics/manganese_ore_cargo.png 150 10 09 65 64 -31 -34 2282 sprites/graphics/manganese_ore_cargo.png 220 10 09 65 64 -31 -34 2283 * 9 02 04 00 01 01 \w0 \w1 2284 * 9 02 04 01 01 01 \w2 \w3 2285 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2286 * 17 02 04 CA 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2287 * 15 02 04 CA 80 00 12 04 CA 00 CA 00 CA 00 \wx40 // Set temp register 0 to 0 2288 * 18 02 04 CA 81 1A 20 00 \2sto 1A 00 00 01 CA 00 00 00 CA 00 # 192 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2289 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2290 sprites/graphics/vehicles_cargo.png 10 10 09 65 64 -31 -34 2291 sprites/graphics/vehicles_cargo.png 80 10 09 65 64 -31 -34 2292 sprites/graphics/vehicles_cargo.png 150 10 09 65 64 -31 -34 2293 sprites/graphics/vehicles_cargo.png 220 10 09 65 64 -31 -34 2294 * 9 02 04 00 01 01 \w0 \w1 2295 * 9 02 04 01 01 01 \w2 \w3 2296 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2297 * 17 02 04 CB 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2298 * 15 02 04 CB 80 00 12 04 CB 00 CB 00 CB 00 \wx40 // Set temp register 0 to 0 2299 * 18 02 04 CB 81 1A 20 00 \2sto 1A 00 00 01 CB 00 00 00 CB 00 # 196 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2300 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2301 sprites/graphics/nuts_cargo.png 10 10 09 65 64 -31 -34 2302 sprites/graphics/nuts_cargo.png 80 10 09 65 64 -31 -34 2303 sprites/graphics/nuts_cargo.png 150 10 09 65 64 -31 -34 2304 sprites/graphics/nuts_cargo.png 220 10 09 65 64 -31 -34 2305 * 9 02 04 00 01 01 \w0 \w1 2306 * 9 02 04 01 01 01 \w2 \w3 2307 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2308 * 17 02 04 CC 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2309 * 15 02 04 CC 80 00 12 04 CC 00 CC 00 CC 00 \wx40 // Set temp register 0 to 0 2310 * 18 02 04 CC 81 1A 20 00 \2sto 1A 00 00 01 CC 00 00 00 CC 00 # 200 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2311 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2312 sprites/graphics/cassava_cargo.png 10 10 09 65 64 -31 -34 2313 sprites/graphics/cassava_cargo.png 80 10 09 65 64 -31 -34 2314 sprites/graphics/cassava_cargo.png 150 10 09 65 64 -31 -34 2315 sprites/graphics/cassava_cargo.png 220 10 09 65 64 -31 -34 2316 * 9 02 04 00 01 01 \w0 \w1 2317 * 9 02 04 01 01 01 \w2 \w3 2318 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2319 * 17 02 04 CD 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2320 * 15 02 04 CD 80 00 12 04 CD 00 CD 00 CD 00 \wx40 // Set temp register 0 to 0 2321 * 18 02 04 CD 81 1A 20 00 \2sto 1A 00 00 01 CD 00 00 00 CD 00 # 204 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2322 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2323 sprites/graphics/copper_cargo.png 10 10 09 65 64 -31 -34 2324 sprites/graphics/copper_cargo.png 80 10 09 65 64 -31 -34 2325 sprites/graphics/copper_cargo.png 150 10 09 65 64 -31 -34 2326 sprites/graphics/copper_cargo.png 220 10 09 65 64 -31 -34 2327 * 9 02 04 00 01 01 \w0 \w1 2328 * 9 02 04 01 01 01 \w2 \w3 2329 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2330 * 17 02 04 CE 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2331 * 15 02 04 CE 80 00 12 04 CE 00 CE 00 CE 00 \wx40 // Set temp register 0 to 0 2332 * 18 02 04 CE 81 1A 20 00 \2sto 1A 00 00 01 CE 00 00 00 CE 00 # 208 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2333 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2334 sprites/graphics/slag_cargo.png 10 10 09 65 64 -31 -34 2335 sprites/graphics/slag_cargo.png 80 10 09 65 64 -31 -34 2336 sprites/graphics/slag_cargo.png 150 10 09 65 64 -31 -34 2337 sprites/graphics/slag_cargo.png 220 10 09 65 64 -31 -34 2338 * 9 02 04 00 01 01 \w0 \w1 2339 * 9 02 04 01 01 01 \w2 \w3 2340 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2341 * 17 02 04 CF 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2342 * 15 02 04 CF 80 00 12 04 CF 00 CF 00 CF 00 \wx40 // Set temp register 0 to 0 2343 * 18 02 04 CF 81 1A 20 00 \2sto 1A 00 00 01 CF 00 00 00 CF 00 # 212 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2344 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2345 sprites/graphics/pipe_cargo.png 10 10 09 65 64 -31 -34 2346 sprites/graphics/pipe_cargo.png 80 10 09 65 64 -31 -34 2347 sprites/graphics/pipe_cargo.png 150 10 09 65 64 -31 -34 2348 sprites/graphics/pipe_cargo.png 220 10 09 65 64 -31 -34 2349 * 9 02 04 00 01 01 \w0 \w1 2350 * 9 02 04 01 01 01 \w2 \w3 2351 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2352 * 17 02 04 D0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2353 * 15 02 04 D0 80 00 12 04 D0 00 D0 00 D0 00 \wx40 // Set temp register 0 to 0 2354 * 18 02 04 D0 81 1A 20 00 \2sto 1A 00 00 01 D0 00 00 00 D0 00 # 216 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2355 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2356 sprites/graphics/sulphur_cargo.png 10 10 09 65 64 -31 -34 2357 sprites/graphics/sulphur_cargo.png 80 10 09 65 64 -31 -34 2358 sprites/graphics/sulphur_cargo.png 150 10 09 65 64 -31 -34 2359 sprites/graphics/sulphur_cargo.png 220 10 09 65 64 -31 -34 2360 * 9 02 04 00 01 01 \w0 \w1 2361 * 9 02 04 01 01 01 \w2 \w3 2362 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2363 * 17 02 04 D1 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2364 * 15 02 04 D1 80 00 12 04 D1 00 D1 00 D1 00 \wx40 // Set temp register 0 to 0 2365 * 18 02 04 D1 81 1A 20 00 \2sto 1A 00 00 01 D1 00 00 00 D1 00 # 220 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2366 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2367 sprites/graphics/soda_ash_cargo.png 10 10 09 65 64 -31 -34 2368 sprites/graphics/soda_ash_cargo.png 80 10 09 65 64 -31 -34 2369 sprites/graphics/soda_ash_cargo.png 150 10 09 65 64 -31 -34 2370 sprites/graphics/soda_ash_cargo.png 220 10 09 65 64 -31 -34 2371 * 9 02 04 00 01 01 \w0 \w1 2372 * 9 02 04 01 01 01 \w2 \w3 2373 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2374 * 17 02 04 D2 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2375 * 15 02 04 D2 80 00 12 04 D2 00 D2 00 D2 00 \wx40 // Set temp register 0 to 0 2376 * 18 02 04 D2 81 1A 20 00 \2sto 1A 00 00 01 D2 00 00 00 D2 00 # 224 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2377 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2378 sprites/graphics/cement_cargo.png 10 10 09 65 64 -31 -34 2379 sprites/graphics/cement_cargo.png 80 10 09 65 64 -31 -34 2380 sprites/graphics/cement_cargo.png 150 10 09 65 64 -31 -34 2381 sprites/graphics/cement_cargo.png 220 10 09 65 64 -31 -34 2382 * 9 02 04 00 01 01 \w0 \w1 2383 * 9 02 04 01 01 01 \w2 \w3 2384 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2385 * 17 02 04 D3 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2386 * 15 02 04 D3 80 00 12 04 D3 00 D3 00 D3 00 \wx40 // Set temp register 0 to 0 2387 * 18 02 04 D3 81 1A 20 00 \2sto 1A 00 00 01 D3 00 00 00 D3 00 # 228 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2388 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2389 sprites/graphics/vehicle_bodies_cargo.png 10 10 09 65 64 -31 -34 2390 sprites/graphics/vehicle_bodies_cargo.png 80 10 09 65 64 -31 -34 2391 sprites/graphics/vehicle_bodies_cargo.png 150 10 09 65 64 -31 -34 2392 sprites/graphics/vehicle_bodies_cargo.png 220 10 09 65 64 -31 -34 2393 * 9 02 04 00 01 01 \w0 \w1 2394 * 9 02 04 01 01 01 \w2 \w3 2395 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2396 * 17 02 04 D4 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2397 * 15 02 04 D4 80 00 12 04 D4 00 D4 00 D4 00 \wx40 // Set temp register 0 to 0 2398 * 18 02 04 D4 81 1A 20 00 \2sto 1A 00 00 01 D4 00 00 00 D4 00 # 232 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2399 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2400 sprites/graphics/peat_cargo.png 10 10 09 65 64 -31 -34 2401 sprites/graphics/peat_cargo.png 80 10 09 65 64 -31 -34 2402 sprites/graphics/peat_cargo.png 150 10 09 65 64 -31 -34 2403 sprites/graphics/peat_cargo.png 220 10 09 65 64 -31 -34 2404 * 9 02 04 00 01 01 \w0 \w1 2405 * 9 02 04 01 01 01 \w2 \w3 2406 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2407 * 17 02 04 D5 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2408 * 15 02 04 D5 80 00 12 04 D5 00 D5 00 D5 00 \wx40 // Set temp register 0 to 0 2409 * 18 02 04 D5 81 1A 20 00 \2sto 1A 00 00 01 D5 00 00 00 D5 00 # 236 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2410 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2411 sprites/graphics/kaolin_cargo.png 10 10 09 65 64 -31 -34 2412 sprites/graphics/kaolin_cargo.png 80 10 09 65 64 -31 -34 2413 sprites/graphics/kaolin_cargo.png 150 10 09 65 64 -31 -34 2414 sprites/graphics/kaolin_cargo.png 220 10 09 65 64 -31 -34 2415 * 9 02 04 00 01 01 \w0 \w1 2416 * 9 02 04 01 01 01 \w2 \w3 2417 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2418 * 17 02 04 D6 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2419 * 15 02 04 D6 80 00 12 04 D6 00 D6 00 D6 00 \wx40 // Set temp register 0 to 0 2420 * 18 02 04 D6 81 1A 20 00 \2sto 1A 00 00 01 D6 00 00 00 D6 00 # 240 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 2421 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2422 sprites/graphics/limestone_cargo.png 10 10 09 65 64 -31 -34 2423 sprites/graphics/limestone_cargo.png 80 10 09 65 64 -31 -34 2424 sprites/graphics/limestone_cargo.png 150 10 09 65 64 -31 -34 2425 sprites/graphics/limestone_cargo.png 220 10 09 65 64 -31 -34 2426 * 9 02 04 00 01 01 \w0 \w1 2427 * 9 02 04 01 01 01 \w2 \w3 2428 * 11 02 04 02 80 00 10 02 \wx00 \wx01 2429 * 17 02 04 D7 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 2430 * 15 02 04 D7 80 00 12 04 D7 00 D7 00 D7 00 \wx40 // Set temp register 0 to 0 2431 * 18 02 04 D7 81 1A 20 00 \2sto 1A 00 00 01 D7 00 00 00 D7 00 # 244 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 2432 * 23 02 04 B0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx8000 \wx14 \wx14 // Force 'platform with building on top' for now \wx00 2433 * 15 02 04 B0 80 00 12 04 \wxB0 \wxB0 \wxB0 \wx40 // Set temp register 0 to 0 2434 * 18 02 04 B0 81 1A 20 00 \2sto 1A 00 00 01 \wxB0 00 00 \wxB0 // Action 3 # 1 "sprites/nfo/tiles/../templates/simple_action_3.tnfo" 1 // byte is index in cargotable, word is THIS_SET_ID define above 2435 * 208 03 04 01 06 \b67 00 \wxA0 // cargo: WDPR 01 \wxA1 // cargo: SCRP 03 \wxA8 // cargo: WOOD 05 \wxAA // cargo: STEL 07 \wxA2 // cargo: BRCK 08 \wxA2 // cargo: FICR 0C \wxAB // cargo: FRUT 0D \wxAB // cargo: FRVG 0E \wxAE // cargo: FOOD 0F \wxA2 // cargo: FICR 10 \wxC1 // cargo: RUBR 11 \wxA9 // cargo: RFPR 12 \wxA9 // cargo: PETR 13 \wxA9 // cargo: OIL_ 14 \wxA2 // cargo: GOOD 16 \wxAC // cargo: MILK 17 \wxA6 // cargo: COAL 18 \wxA7 // cargo: IORE 19 \wxAF // cargo: AORE 1A \wxA5 // cargo: CLAY 1B \wxA3 // cargo: GRVL 1C \wxA4 // cargo: SAND 1E \wxC6 // cargo: SGBT 20 \wxC0 // cargo: CORE 29 \wxC2 // cargo: CORE 2F \wxA2 // cargo: FMSP 30 \wxA2 // cargo: ENSP 31 \wxA2 // cargo: MNSP 34 \wxAD // cargo: BEER 35 \wxA2 // cargo: BDMT 36 \wxAE // cargo: FISH 37 \wxA2 // cargo: VALU 38 \wxA2 // cargo: DIAM 39 \wxA2 // cargo: GOLD 3A \wxC3 // cargo: JAVA 3B \wxC4 // cargo: SGCN 3C \wxA2 // cargo: VPTS 3D \wxAB // cargo: BEAN 3E \wxC5 // cargo: NITR 27 \wxC7 // cargo: PAPR 3F \wxC8 // cargo: PORE 40 \wxC9 // cargo: PHOS 41 \wxCA // cargo: MNO2 42 \wxCB // cargo: VEHI 43 \wxAC // cargo: EOIL 44 \wxCC // cargo: NUTS 45 \wxCD // cargo: CASS 46 \wxCE // cargo: COPR 47 \wxAA // cargo: NICK 48 \wxA6 // cargo: COKE 49 \wxAA // cargo: METL 4A \wxCF // cargo: SLAG 4B \wxAA // cargo: IRON 4C \wxAC // cargo: QLME 4D \wxA2 // cargo: BOOM 4E \wxD0 // cargo: PIPE 4F \wxD1 // cargo: SULP 50 \wxD2 // cargo: SASH 51 \wxD3 // cargo: CMNT 52 \wxD4 // cargo: VBOD 53 \wxC9 // cargo: POTA 54 \wxAA // cargo: ZINC 55 \wxD5 // cargo: PEAT 56 \wxD6 // cargo: KAOL 57 \wxD7 // cargo: LIME 58 \wxD2 // cargo: SALT FF \wx B0 // menu \wxB0 # 269 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 14 "sprites/nfo/tiles/concrete_FIRS.pnfo" 2 # 20 "" 2 # 1 "sprites/nfo/tiles/mud_FIRS.pnfo" 1 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 1 # 31 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2436 * 562 06 20 82 \b92 20 82 \b127 20 82 \b162 20 82 \b197 20 82 \b232 20 82 \b242 20 82 \b*277 20 82 \b*287 20 82 \b*412 20 82 \b*467 20 82 \b*522 20 82 \b*577 20 82 \b*632 20 82 \b*642 20 82 \b*697 20 82 \b*707 20 82 \b22 20 82 \b32 20 82 \b47 20 82 \b57 20 82 \b72 20 82 \b82 20 82 \b107 20 82 \b117 20 82 \b142 20 82 \b152 20 82 \b177 20 82 \b187 20 82 \b212 20 82 \b222 20 82 \b*257 20 82 \b*267 20 82 \b*302 20 82 \b*312 20 82 \b*347 20 82 \b*357 20 82 \b*392 20 82 \b*402 20 82 \b*447 20 82 \b*457 20 82 \b*502 20 82 \b*512 20 82 \b*557 20 82 \b*567 20 82 \b*612 20 82 \b*622 20 82 \b*677 20 82 \b*687 20 82 \b*742 20 82 \b*752 20 82 \b*762 20 82 \b*777 20 82 \b*787 20 82 \b*797 20 82 \b*812 20 82 \b*822 20 82 \b*832 20 82 \b*847 20 82 \b*857 20 82 \b*867 20 82 \b*882 20 82 \b*892 20 82 \b*902 20 82 \b*917 20 82 \b*927 20 82 \b*937 20 82 \b*952 20 82 \b*962 20 82 \b*972 20 82 \b*987 20 82 \b*997 20 82 \b*1007 //cranes 20 82 \b*1022 20 82 \b*1032 20 82 \b*1042 20 82 \b*1057 20 82 \b*1067 20 82 \b*1077 20 82 \b*1092 20 82 \b*1102 20 82 \b*1112 20 82 \b*1127 20 82 \b*1137 20 82 \b*1147 //truck 20 82 \b*1162 20 82 \b*1172 20 82 \b*1182 20 82 \b*1197 20 82 \b*1207 20 82 \b*1217 20 82 \b*1232 20 82 \b*1242 20 82 \b*1252 20 82 \b*1267 20 82 \b*1277 20 82 \b*1287 //building 20 82 \b*1302 20 82 \b*1312 20 82 \b*1322 20 82 \b*1337 20 82 \b*1347 20 82 \b*1357 20 82 \b*1372 20 82 \b*1382 20 82 \b*1392 20 82 \b*1407 20 82 \b*1417 20 82 \b*1427 //forklift 20 82 \b*1442 20 82 \b*1452 20 82 \b*1462 20 82 \b*1477 20 82 \b*1487 20 82 \b*1497 20 82 \b*1512 20 82 \b*1522 20 82 \b*1532 20 82 \b*1547 20 82 \b*1557 20 82 \b*1567 FF 2437 * 1579 00 04 \b5 \b1 03 08 "CHPS" // Class ID - groups stations in menu 09 28 // 40 different tiles //Basic layout without a buffer \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 80 // end of building sprite list //Basic layout with a buffer at north end \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 80 // end of building sprite list //Basic layout with a buffer at south end \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 80 // end of building sprite list //Basic layout with a buffer at both ends \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 80 // end of building sprite list //Basic layout without a buffer and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with a buffer at north end and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with a buffer at south end and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with a buffer at both ends and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with building at south end of platform \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000004 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx80000006 80 // end of building sprite list //Basic layout with building at north end of platform \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000005 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx80000007 80 // end of building sprite list //Basic layout with building at south end of platform on the other side \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 0C 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000008 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 0C 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx8000000A 80 // end of building sprite list //Basic layout with building at north end of platform on the other side \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 0C 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000009 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 0C 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx8000000B 80 // end of building sprite list //Basic layout with crane \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx8000800C 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000800E 80 // end of building sprite list //Basic layout with crane \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx8000800D 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000800F 80 // end of building sprite list //Basic layout with truck \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008010 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008012 80 // end of building sprite list //Basic layout with truck \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008011 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008013 80 // end of building sprite list //Basic layout with building \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008014 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008016 80 // end of building sprite list //Basic layout with building \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008015 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008017 80 // end of building sprite list //Basic layout with forklift \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008018 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000801A 80 // end of building sprite list //Basic layout with forklift \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000024 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000025 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008019 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000026 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC0000027 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000801B 80 // end of building sprite list 0B 03 // callback flags 10 \w500 // little / lots threshold for cargo display 11 FF // show pylons 2438 * 26 02 04 40 81 // random crane/truck/building/forklift 49 26 0C \2+ 5F 37 02 \2+ 5F 28 0F \2% 1A 20 10 \2+ 1A 00 18 \b0 \wx8018 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2439 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2440 sprites/graphics/lumber_cargo.png 10 90 09 65 64 -31 -34 2441 sprites/graphics/lumber_cargo.png 10 170 09 65 64 -54 -46 2442 sprites/graphics/lumber_cargo.png 150 90 09 65 64 -31 -34 2443 sprites/graphics/lumber_cargo.png 150 170 09 65 64 -8 -46 2444 sprites/graphics/lumber_cargo.png 80 90 09 65 64 -31 -34 2445 sprites/graphics/lumber_cargo.png 80 170 09 65 64 -54 -46 2446 sprites/graphics/lumber_cargo.png 220 90 09 65 64 -31 -34 2447 sprites/graphics/lumber_cargo.png 220 170 09 65 64 -8 -46 2448 * 9 02 04 00 01 01 \w0 \w1 2449 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2450 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2451 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2452 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2453 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2454 * 23 02 04 A0 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2455 * 18 02 04 A0 81 1A 20 00 \2sto 1A 00 00 01 A0 00 00 00 A0 00 # 717 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2456 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2457 sprites/graphics/scrap_metal_cargo.png 10 90 09 65 64 -31 -34 2458 sprites/graphics/scrap_metal_cargo.png 10 170 09 65 64 -54 -46 2459 sprites/graphics/scrap_metal_cargo.png 150 90 09 65 64 -31 -34 2460 sprites/graphics/scrap_metal_cargo.png 150 170 09 65 64 -8 -46 2461 sprites/graphics/scrap_metal_cargo.png 80 90 09 65 64 -31 -34 2462 sprites/graphics/scrap_metal_cargo.png 80 170 09 65 64 -54 -46 2463 sprites/graphics/scrap_metal_cargo.png 220 90 09 65 64 -31 -34 2464 sprites/graphics/scrap_metal_cargo.png 220 170 09 65 64 -8 -46 2465 * 9 02 04 00 01 01 \w0 \w1 2466 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2467 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2468 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2469 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2470 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2471 * 23 02 04 A1 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2472 * 18 02 04 A1 81 1A 20 00 \2sto 1A 00 00 01 A1 00 00 00 A1 00 # 721 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2473 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2474 sprites/graphics/crates_cargo.png 10 90 09 65 64 -31 -34 2475 sprites/graphics/crates_cargo.png 10 170 09 65 64 -54 -46 2476 sprites/graphics/crates_cargo.png 150 90 09 65 64 -31 -34 2477 sprites/graphics/crates_cargo.png 150 170 09 65 64 -8 -46 2478 sprites/graphics/crates_cargo.png 80 90 09 65 64 -31 -34 2479 sprites/graphics/crates_cargo.png 80 170 09 65 64 -54 -46 2480 sprites/graphics/crates_cargo.png 220 90 09 65 64 -31 -34 2481 sprites/graphics/crates_cargo.png 220 170 09 65 64 -8 -46 2482 * 9 02 04 00 01 01 \w0 \w1 2483 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2484 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2485 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2486 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2487 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2488 * 23 02 04 A2 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2489 * 18 02 04 A2 81 1A 20 00 \2sto 1A 00 00 01 A2 00 00 00 A2 00 # 725 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2490 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2491 sprites/graphics/stone_cargo.png 10 90 09 65 64 -31 -34 2492 sprites/graphics/stone_cargo.png 10 170 09 65 64 -54 -46 2493 sprites/graphics/stone_cargo.png 150 90 09 65 64 -31 -34 2494 sprites/graphics/stone_cargo.png 150 170 09 65 64 -8 -46 2495 sprites/graphics/stone_cargo.png 80 90 09 65 64 -31 -34 2496 sprites/graphics/stone_cargo.png 80 170 09 65 64 -54 -46 2497 sprites/graphics/stone_cargo.png 220 90 09 65 64 -31 -34 2498 sprites/graphics/stone_cargo.png 220 170 09 65 64 -8 -46 2499 * 9 02 04 00 01 01 \w0 \w1 2500 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2501 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2502 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2503 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2504 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2505 * 23 02 04 A3 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2506 * 18 02 04 A3 81 1A 20 00 \2sto 1A 00 00 01 A3 00 00 00 A3 00 # 729 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2507 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2508 sprites/graphics/sand_cargo.png 10 90 09 65 64 -31 -34 2509 sprites/graphics/sand_cargo.png 10 170 09 65 64 -54 -46 2510 sprites/graphics/sand_cargo.png 150 90 09 65 64 -31 -34 2511 sprites/graphics/sand_cargo.png 150 170 09 65 64 -8 -46 2512 sprites/graphics/sand_cargo.png 80 90 09 65 64 -31 -34 2513 sprites/graphics/sand_cargo.png 80 170 09 65 64 -54 -46 2514 sprites/graphics/sand_cargo.png 220 90 09 65 64 -31 -34 2515 sprites/graphics/sand_cargo.png 220 170 09 65 64 -8 -46 2516 * 9 02 04 00 01 01 \w0 \w1 2517 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2518 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2519 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2520 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2521 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2522 * 23 02 04 A4 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2523 * 18 02 04 A4 81 1A 20 00 \2sto 1A 00 00 01 A4 00 00 00 A4 00 # 733 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2524 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2525 sprites/graphics/clay_cargo.png 10 90 09 65 64 -31 -34 2526 sprites/graphics/clay_cargo.png 10 170 09 65 64 -54 -46 2527 sprites/graphics/clay_cargo.png 150 90 09 65 64 -31 -34 2528 sprites/graphics/clay_cargo.png 150 170 09 65 64 -8 -46 2529 sprites/graphics/clay_cargo.png 80 90 09 65 64 -31 -34 2530 sprites/graphics/clay_cargo.png 80 170 09 65 64 -54 -46 2531 sprites/graphics/clay_cargo.png 220 90 09 65 64 -31 -34 2532 sprites/graphics/clay_cargo.png 220 170 09 65 64 -8 -46 2533 * 9 02 04 00 01 01 \w0 \w1 2534 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2535 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2536 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2537 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2538 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2539 * 23 02 04 A5 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2540 * 18 02 04 A5 81 1A 20 00 \2sto 1A 00 00 01 A5 00 00 00 A5 00 # 737 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2541 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2542 sprites/graphics/coal_cargo.png 10 90 09 65 64 -31 -34 2543 sprites/graphics/coal_cargo.png 10 170 09 65 64 -54 -46 2544 sprites/graphics/coal_cargo.png 150 90 09 65 64 -31 -34 2545 sprites/graphics/coal_cargo.png 150 170 09 65 64 -8 -46 2546 sprites/graphics/coal_cargo.png 80 90 09 65 64 -31 -34 2547 sprites/graphics/coal_cargo.png 80 170 09 65 64 -54 -46 2548 sprites/graphics/coal_cargo.png 220 90 09 65 64 -31 -34 2549 sprites/graphics/coal_cargo.png 220 170 09 65 64 -8 -46 2550 * 9 02 04 00 01 01 \w0 \w1 2551 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2552 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2553 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2554 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2555 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2556 * 23 02 04 A6 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2557 * 18 02 04 A6 81 1A 20 00 \2sto 1A 00 00 01 A6 00 00 00 A6 00 # 741 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2558 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2559 sprites/graphics/iron_ore_cargo.png 10 90 09 65 64 -31 -34 2560 sprites/graphics/iron_ore_cargo.png 10 170 09 65 64 -54 -46 2561 sprites/graphics/iron_ore_cargo.png 150 90 09 65 64 -31 -34 2562 sprites/graphics/iron_ore_cargo.png 150 170 09 65 64 -8 -46 2563 sprites/graphics/iron_ore_cargo.png 80 90 09 65 64 -31 -34 2564 sprites/graphics/iron_ore_cargo.png 80 170 09 65 64 -54 -46 2565 sprites/graphics/iron_ore_cargo.png 220 90 09 65 64 -31 -34 2566 sprites/graphics/iron_ore_cargo.png 220 170 09 65 64 -8 -46 2567 * 9 02 04 00 01 01 \w0 \w1 2568 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2569 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2570 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2571 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2572 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2573 * 23 02 04 A7 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2574 * 18 02 04 A7 81 1A 20 00 \2sto 1A 00 00 01 A7 00 00 00 A7 00 # 745 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2575 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2576 sprites/graphics/wood_cargo.png 10 90 09 65 64 -31 -34 2577 sprites/graphics/wood_cargo.png 10 170 09 65 64 -54 -46 2578 sprites/graphics/wood_cargo.png 150 90 09 65 64 -31 -34 2579 sprites/graphics/wood_cargo.png 150 170 09 65 64 -8 -46 2580 sprites/graphics/wood_cargo.png 80 90 09 65 64 -31 -34 2581 sprites/graphics/wood_cargo.png 80 170 09 65 64 -54 -46 2582 sprites/graphics/wood_cargo.png 220 90 09 65 64 -31 -34 2583 sprites/graphics/wood_cargo.png 220 170 09 65 64 -8 -46 2584 * 9 02 04 00 01 01 \w0 \w1 2585 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2586 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2587 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2588 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2589 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2590 * 23 02 04 A8 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2591 * 18 02 04 A8 81 1A 20 00 \2sto 1A 00 00 01 A8 00 00 00 A8 00 # 749 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2592 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2593 sprites/graphics/barrels_cargo.png 10 90 09 65 64 -31 -34 2594 sprites/graphics/barrels_cargo.png 10 170 09 65 64 -54 -46 2595 sprites/graphics/barrels_cargo.png 150 90 09 65 64 -31 -34 2596 sprites/graphics/barrels_cargo.png 150 170 09 65 64 -8 -46 2597 sprites/graphics/barrels_cargo.png 80 90 09 65 64 -31 -34 2598 sprites/graphics/barrels_cargo.png 80 170 09 65 64 -54 -46 2599 sprites/graphics/barrels_cargo.png 220 90 09 65 64 -31 -34 2600 sprites/graphics/barrels_cargo.png 220 170 09 65 64 -8 -46 2601 * 9 02 04 00 01 01 \w0 \w1 2602 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2603 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2604 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2605 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2606 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2607 * 23 02 04 A9 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2608 * 18 02 04 A9 81 1A 20 00 \2sto 1A 00 00 01 A9 00 00 00 A9 00 # 753 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2609 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2610 sprites/graphics/metal_cargo.png 10 90 09 65 64 -31 -34 2611 sprites/graphics/metal_cargo.png 10 170 09 65 64 -54 -46 2612 sprites/graphics/metal_cargo.png 150 90 09 65 64 -31 -34 2613 sprites/graphics/metal_cargo.png 150 170 09 65 64 -8 -46 2614 sprites/graphics/metal_cargo.png 80 90 09 65 64 -31 -34 2615 sprites/graphics/metal_cargo.png 80 170 09 65 64 -54 -46 2616 sprites/graphics/metal_cargo.png 220 90 09 65 64 -31 -34 2617 sprites/graphics/metal_cargo.png 220 170 09 65 64 -8 -46 2618 * 9 02 04 00 01 01 \w0 \w1 2619 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2620 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2621 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2622 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2623 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2624 * 23 02 04 AA 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2625 * 18 02 04 AA 81 1A 20 00 \2sto 1A 00 00 01 AA 00 00 00 AA 00 # 757 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2626 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2627 sprites/graphics/fruit_vegetable_cargo.png 10 90 09 65 64 -31 -34 2628 sprites/graphics/fruit_vegetable_cargo.png 10 170 09 65 64 -54 -46 2629 sprites/graphics/fruit_vegetable_cargo.png 150 90 09 65 64 -31 -34 2630 sprites/graphics/fruit_vegetable_cargo.png 150 170 09 65 64 -8 -46 2631 sprites/graphics/fruit_vegetable_cargo.png 80 90 09 65 64 -31 -34 2632 sprites/graphics/fruit_vegetable_cargo.png 80 170 09 65 64 -54 -46 2633 sprites/graphics/fruit_vegetable_cargo.png 220 90 09 65 64 -31 -34 2634 sprites/graphics/fruit_vegetable_cargo.png 220 170 09 65 64 -8 -46 2635 * 9 02 04 00 01 01 \w0 \w1 2636 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2637 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2638 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2639 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2640 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2641 * 23 02 04 AB 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2642 * 18 02 04 AB 81 1A 20 00 \2sto 1A 00 00 01 AB 00 00 00 AB 00 # 761 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2643 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2644 sprites/graphics/barrels_bare_metal_cargo.png 10 90 09 65 64 -31 -34 2645 sprites/graphics/barrels_bare_metal_cargo.png 10 170 09 65 64 -54 -46 2646 sprites/graphics/barrels_bare_metal_cargo.png 150 90 09 65 64 -31 -34 2647 sprites/graphics/barrels_bare_metal_cargo.png 150 170 09 65 64 -8 -46 2648 sprites/graphics/barrels_bare_metal_cargo.png 80 90 09 65 64 -31 -34 2649 sprites/graphics/barrels_bare_metal_cargo.png 80 170 09 65 64 -54 -46 2650 sprites/graphics/barrels_bare_metal_cargo.png 220 90 09 65 64 -31 -34 2651 sprites/graphics/barrels_bare_metal_cargo.png 220 170 09 65 64 -8 -46 2652 * 9 02 04 00 01 01 \w0 \w1 2653 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2654 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2655 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2656 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2657 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2658 * 23 02 04 AC 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2659 * 18 02 04 AC 81 1A 20 00 \2sto 1A 00 00 01 AC 00 00 00 AC 00 # 765 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2660 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2661 sprites/graphics/alcohol_cargo.png 10 90 09 65 64 -31 -34 2662 sprites/graphics/alcohol_cargo.png 10 170 09 65 64 -54 -46 2663 sprites/graphics/alcohol_cargo.png 150 90 09 65 64 -31 -34 2664 sprites/graphics/alcohol_cargo.png 150 170 09 65 64 -8 -46 2665 sprites/graphics/alcohol_cargo.png 80 90 09 65 64 -31 -34 2666 sprites/graphics/alcohol_cargo.png 80 170 09 65 64 -54 -46 2667 sprites/graphics/alcohol_cargo.png 220 90 09 65 64 -31 -34 2668 sprites/graphics/alcohol_cargo.png 220 170 09 65 64 -8 -46 2669 * 9 02 04 00 01 01 \w0 \w1 2670 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2671 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2672 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2673 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2674 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2675 * 23 02 04 AD 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2676 * 18 02 04 AD 81 1A 20 00 \2sto 1A 00 00 01 AD 00 00 00 AD 00 # 769 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2677 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2678 sprites/graphics/crates_white_cargo.png 10 90 09 65 64 -31 -34 2679 sprites/graphics/crates_white_cargo.png 10 170 09 65 64 -54 -46 2680 sprites/graphics/crates_white_cargo.png 150 90 09 65 64 -31 -34 2681 sprites/graphics/crates_white_cargo.png 150 170 09 65 64 -8 -46 2682 sprites/graphics/crates_white_cargo.png 80 90 09 65 64 -31 -34 2683 sprites/graphics/crates_white_cargo.png 80 170 09 65 64 -54 -46 2684 sprites/graphics/crates_white_cargo.png 220 90 09 65 64 -31 -34 2685 sprites/graphics/crates_white_cargo.png 220 170 09 65 64 -8 -46 2686 * 9 02 04 00 01 01 \w0 \w1 2687 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2688 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2689 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2690 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2691 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2692 * 23 02 04 AE 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2693 * 18 02 04 AE 81 1A 20 00 \2sto 1A 00 00 01 AE 00 00 00 AE 00 # 773 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2694 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2695 sprites/graphics/bauxite_cargo.png 10 90 09 65 64 -31 -34 2696 sprites/graphics/bauxite_cargo.png 10 170 09 65 64 -54 -46 2697 sprites/graphics/bauxite_cargo.png 150 90 09 65 64 -31 -34 2698 sprites/graphics/bauxite_cargo.png 150 170 09 65 64 -8 -46 2699 sprites/graphics/bauxite_cargo.png 80 90 09 65 64 -31 -34 2700 sprites/graphics/bauxite_cargo.png 80 170 09 65 64 -54 -46 2701 sprites/graphics/bauxite_cargo.png 220 90 09 65 64 -31 -34 2702 sprites/graphics/bauxite_cargo.png 220 170 09 65 64 -8 -46 2703 * 9 02 04 00 01 01 \w0 \w1 2704 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2705 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2706 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2707 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2708 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2709 * 23 02 04 AF 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2710 * 18 02 04 AF 81 1A 20 00 \2sto 1A 00 00 01 AF 00 00 00 AF 00 # 777 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2711 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2712 sprites/graphics/copper_ore_cargo.png 10 90 09 65 64 -31 -34 2713 sprites/graphics/copper_ore_cargo.png 10 170 09 65 64 -54 -46 2714 sprites/graphics/copper_ore_cargo.png 150 90 09 65 64 -31 -34 2715 sprites/graphics/copper_ore_cargo.png 150 170 09 65 64 -8 -46 2716 sprites/graphics/copper_ore_cargo.png 80 90 09 65 64 -31 -34 2717 sprites/graphics/copper_ore_cargo.png 80 170 09 65 64 -54 -46 2718 sprites/graphics/copper_ore_cargo.png 220 90 09 65 64 -31 -34 2719 sprites/graphics/copper_ore_cargo.png 220 170 09 65 64 -8 -46 2720 * 9 02 04 00 01 01 \w0 \w1 2721 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2722 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2723 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2724 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2725 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2726 * 23 02 04 C0 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2727 * 18 02 04 C0 81 1A 20 00 \2sto 1A 00 00 01 C0 00 00 00 C0 00 # 781 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2728 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2729 sprites/graphics/rubber_cargo.png 10 90 09 65 64 -31 -34 2730 sprites/graphics/rubber_cargo.png 10 170 09 65 64 -54 -46 2731 sprites/graphics/rubber_cargo.png 150 90 09 65 64 -31 -34 2732 sprites/graphics/rubber_cargo.png 150 170 09 65 64 -8 -46 2733 sprites/graphics/rubber_cargo.png 80 90 09 65 64 -31 -34 2734 sprites/graphics/rubber_cargo.png 80 170 09 65 64 -54 -46 2735 sprites/graphics/rubber_cargo.png 220 90 09 65 64 -31 -34 2736 sprites/graphics/rubber_cargo.png 220 170 09 65 64 -8 -46 2737 * 9 02 04 00 01 01 \w0 \w1 2738 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2739 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2740 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2741 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2742 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2743 * 23 02 04 C1 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2744 * 18 02 04 C1 81 1A 20 00 \2sto 1A 00 00 01 C1 00 00 00 C1 00 # 785 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2745 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2746 sprites/graphics/sugar_cargo.png 10 90 09 65 64 -31 -34 2747 sprites/graphics/sugar_cargo.png 10 170 09 65 64 -54 -46 2748 sprites/graphics/sugar_cargo.png 150 90 09 65 64 -31 -34 2749 sprites/graphics/sugar_cargo.png 150 170 09 65 64 -8 -46 2750 sprites/graphics/sugar_cargo.png 80 90 09 65 64 -31 -34 2751 sprites/graphics/sugar_cargo.png 80 170 09 65 64 -54 -46 2752 sprites/graphics/sugar_cargo.png 220 90 09 65 64 -31 -34 2753 sprites/graphics/sugar_cargo.png 220 170 09 65 64 -8 -46 2754 * 9 02 04 00 01 01 \w0 \w1 2755 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2756 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2757 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2758 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2759 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2760 * 23 02 04 C2 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2761 * 18 02 04 C2 81 1A 20 00 \2sto 1A 00 00 01 C2 00 00 00 C2 00 # 789 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2762 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2763 sprites/graphics/coffee_cargo.png 10 90 09 65 64 -31 -34 2764 sprites/graphics/coffee_cargo.png 10 170 09 65 64 -54 -46 2765 sprites/graphics/coffee_cargo.png 150 90 09 65 64 -31 -34 2766 sprites/graphics/coffee_cargo.png 150 170 09 65 64 -8 -46 2767 sprites/graphics/coffee_cargo.png 80 90 09 65 64 -31 -34 2768 sprites/graphics/coffee_cargo.png 80 170 09 65 64 -54 -46 2769 sprites/graphics/coffee_cargo.png 220 90 09 65 64 -31 -34 2770 sprites/graphics/coffee_cargo.png 220 170 09 65 64 -8 -46 2771 * 9 02 04 00 01 01 \w0 \w1 2772 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2773 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2774 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2775 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2776 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2777 * 23 02 04 C3 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2778 * 18 02 04 C3 81 1A 20 00 \2sto 1A 00 00 01 C3 00 00 00 C3 00 # 793 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2779 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2780 sprites/graphics/sugarcane_cargo.png 10 90 09 65 64 -31 -34 2781 sprites/graphics/sugarcane_cargo.png 10 170 09 65 64 -54 -46 2782 sprites/graphics/sugarcane_cargo.png 150 90 09 65 64 -31 -34 2783 sprites/graphics/sugarcane_cargo.png 150 170 09 65 64 -8 -46 2784 sprites/graphics/sugarcane_cargo.png 80 90 09 65 64 -31 -34 2785 sprites/graphics/sugarcane_cargo.png 80 170 09 65 64 -54 -46 2786 sprites/graphics/sugarcane_cargo.png 220 90 09 65 64 -31 -34 2787 sprites/graphics/sugarcane_cargo.png 220 170 09 65 64 -8 -46 2788 * 9 02 04 00 01 01 \w0 \w1 2789 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2790 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2791 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2792 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2793 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2794 * 23 02 04 C4 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2795 * 18 02 04 C4 81 1A 20 00 \2sto 1A 00 00 01 C4 00 00 00 C4 00 # 797 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2796 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2797 sprites/graphics/nitrates_cargo.png 10 90 09 65 64 -31 -34 2798 sprites/graphics/nitrates_cargo.png 10 170 09 65 64 -54 -46 2799 sprites/graphics/nitrates_cargo.png 150 90 09 65 64 -31 -34 2800 sprites/graphics/nitrates_cargo.png 150 170 09 65 64 -8 -46 2801 sprites/graphics/nitrates_cargo.png 80 90 09 65 64 -31 -34 2802 sprites/graphics/nitrates_cargo.png 80 170 09 65 64 -54 -46 2803 sprites/graphics/nitrates_cargo.png 220 90 09 65 64 -31 -34 2804 sprites/graphics/nitrates_cargo.png 220 170 09 65 64 -8 -46 2805 * 9 02 04 00 01 01 \w0 \w1 2806 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2807 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2808 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2809 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2810 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2811 * 23 02 04 C5 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2812 * 18 02 04 C5 81 1A 20 00 \2sto 1A 00 00 01 C5 00 00 00 C5 00 # 801 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2813 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2814 sprites/graphics/sugar_beet_cargo.png 10 90 09 65 64 -31 -34 2815 sprites/graphics/sugar_beet_cargo.png 10 170 09 65 64 -54 -46 2816 sprites/graphics/sugar_beet_cargo.png 150 90 09 65 64 -31 -34 2817 sprites/graphics/sugar_beet_cargo.png 150 170 09 65 64 -8 -46 2818 sprites/graphics/sugar_beet_cargo.png 80 90 09 65 64 -31 -34 2819 sprites/graphics/sugar_beet_cargo.png 80 170 09 65 64 -54 -46 2820 sprites/graphics/sugar_beet_cargo.png 220 90 09 65 64 -31 -34 2821 sprites/graphics/sugar_beet_cargo.png 220 170 09 65 64 -8 -46 2822 * 9 02 04 00 01 01 \w0 \w1 2823 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2824 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2825 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2826 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2827 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2828 * 23 02 04 C6 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2829 * 18 02 04 C6 81 1A 20 00 \2sto 1A 00 00 01 C6 00 00 00 C6 00 # 805 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2830 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2831 sprites/graphics/paper_cargo.png 10 90 09 65 64 -31 -34 2832 sprites/graphics/paper_cargo.png 10 170 09 65 64 -54 -46 2833 sprites/graphics/paper_cargo.png 150 90 09 65 64 -31 -34 2834 sprites/graphics/paper_cargo.png 150 170 09 65 64 -8 -46 2835 sprites/graphics/paper_cargo.png 80 90 09 65 64 -31 -34 2836 sprites/graphics/paper_cargo.png 80 170 09 65 64 -54 -46 2837 sprites/graphics/paper_cargo.png 220 90 09 65 64 -31 -34 2838 sprites/graphics/paper_cargo.png 220 170 09 65 64 -8 -46 2839 * 9 02 04 00 01 01 \w0 \w1 2840 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2841 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2842 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2843 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2844 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2845 * 23 02 04 C7 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2846 * 18 02 04 C7 81 1A 20 00 \2sto 1A 00 00 01 C7 00 00 00 C7 00 # 809 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2847 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2848 sprites/graphics/pyrite_ore_cargo.png 10 90 09 65 64 -31 -34 2849 sprites/graphics/pyrite_ore_cargo.png 10 170 09 65 64 -54 -46 2850 sprites/graphics/pyrite_ore_cargo.png 150 90 09 65 64 -31 -34 2851 sprites/graphics/pyrite_ore_cargo.png 150 170 09 65 64 -8 -46 2852 sprites/graphics/pyrite_ore_cargo.png 80 90 09 65 64 -31 -34 2853 sprites/graphics/pyrite_ore_cargo.png 80 170 09 65 64 -54 -46 2854 sprites/graphics/pyrite_ore_cargo.png 220 90 09 65 64 -31 -34 2855 sprites/graphics/pyrite_ore_cargo.png 220 170 09 65 64 -8 -46 2856 * 9 02 04 00 01 01 \w0 \w1 2857 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2858 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2859 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2860 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2861 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2862 * 23 02 04 C8 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2863 * 18 02 04 C8 81 1A 20 00 \2sto 1A 00 00 01 C8 00 00 00 C8 00 # 813 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2864 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2865 sprites/graphics/phosphate_cargo.png 10 90 09 65 64 -31 -34 2866 sprites/graphics/phosphate_cargo.png 10 170 09 65 64 -54 -46 2867 sprites/graphics/phosphate_cargo.png 150 90 09 65 64 -31 -34 2868 sprites/graphics/phosphate_cargo.png 150 170 09 65 64 -8 -46 2869 sprites/graphics/phosphate_cargo.png 80 90 09 65 64 -31 -34 2870 sprites/graphics/phosphate_cargo.png 80 170 09 65 64 -54 -46 2871 sprites/graphics/phosphate_cargo.png 220 90 09 65 64 -31 -34 2872 sprites/graphics/phosphate_cargo.png 220 170 09 65 64 -8 -46 2873 * 9 02 04 00 01 01 \w0 \w1 2874 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2875 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2876 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2877 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2878 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2879 * 23 02 04 C9 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2880 * 18 02 04 C9 81 1A 20 00 \2sto 1A 00 00 01 C9 00 00 00 C9 00 # 817 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2881 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2882 sprites/graphics/manganese_ore_cargo.png 10 90 09 65 64 -31 -34 2883 sprites/graphics/manganese_ore_cargo.png 10 170 09 65 64 -54 -46 2884 sprites/graphics/manganese_ore_cargo.png 150 90 09 65 64 -31 -34 2885 sprites/graphics/manganese_ore_cargo.png 150 170 09 65 64 -8 -46 2886 sprites/graphics/manganese_ore_cargo.png 80 90 09 65 64 -31 -34 2887 sprites/graphics/manganese_ore_cargo.png 80 170 09 65 64 -54 -46 2888 sprites/graphics/manganese_ore_cargo.png 220 90 09 65 64 -31 -34 2889 sprites/graphics/manganese_ore_cargo.png 220 170 09 65 64 -8 -46 2890 * 9 02 04 00 01 01 \w0 \w1 2891 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2892 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2893 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2894 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2895 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2896 * 23 02 04 CA 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2897 * 18 02 04 CA 81 1A 20 00 \2sto 1A 00 00 01 CA 00 00 00 CA 00 # 821 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2898 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2899 sprites/graphics/vehicles_cargo.png 10 90 09 65 64 -31 -34 2900 sprites/graphics/vehicles_cargo.png 10 170 09 65 64 -54 -46 2901 sprites/graphics/vehicles_cargo.png 150 90 09 65 64 -31 -34 2902 sprites/graphics/vehicles_cargo.png 150 170 09 65 64 -8 -46 2903 sprites/graphics/vehicles_cargo.png 80 90 09 65 64 -31 -34 2904 sprites/graphics/vehicles_cargo.png 80 170 09 65 64 -54 -46 2905 sprites/graphics/vehicles_cargo.png 220 90 09 65 64 -31 -34 2906 sprites/graphics/vehicles_cargo.png 220 170 09 65 64 -8 -46 2907 * 9 02 04 00 01 01 \w0 \w1 2908 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2909 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2910 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2911 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2912 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2913 * 23 02 04 CB 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2914 * 18 02 04 CB 81 1A 20 00 \2sto 1A 00 00 01 CB 00 00 00 CB 00 # 825 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2915 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2916 sprites/graphics/nuts_cargo.png 10 90 09 65 64 -31 -34 2917 sprites/graphics/nuts_cargo.png 10 170 09 65 64 -54 -46 2918 sprites/graphics/nuts_cargo.png 150 90 09 65 64 -31 -34 2919 sprites/graphics/nuts_cargo.png 150 170 09 65 64 -8 -46 2920 sprites/graphics/nuts_cargo.png 80 90 09 65 64 -31 -34 2921 sprites/graphics/nuts_cargo.png 80 170 09 65 64 -54 -46 2922 sprites/graphics/nuts_cargo.png 220 90 09 65 64 -31 -34 2923 sprites/graphics/nuts_cargo.png 220 170 09 65 64 -8 -46 2924 * 9 02 04 00 01 01 \w0 \w1 2925 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2926 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2927 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2928 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2929 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2930 * 23 02 04 CC 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2931 * 18 02 04 CC 81 1A 20 00 \2sto 1A 00 00 01 CC 00 00 00 CC 00 # 829 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2932 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2933 sprites/graphics/cassava_cargo.png 10 90 09 65 64 -31 -34 2934 sprites/graphics/cassava_cargo.png 10 170 09 65 64 -54 -46 2935 sprites/graphics/cassava_cargo.png 150 90 09 65 64 -31 -34 2936 sprites/graphics/cassava_cargo.png 150 170 09 65 64 -8 -46 2937 sprites/graphics/cassava_cargo.png 80 90 09 65 64 -31 -34 2938 sprites/graphics/cassava_cargo.png 80 170 09 65 64 -54 -46 2939 sprites/graphics/cassava_cargo.png 220 90 09 65 64 -31 -34 2940 sprites/graphics/cassava_cargo.png 220 170 09 65 64 -8 -46 2941 * 9 02 04 00 01 01 \w0 \w1 2942 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2943 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2944 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2945 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2946 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2947 * 23 02 04 CD 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2948 * 18 02 04 CD 81 1A 20 00 \2sto 1A 00 00 01 CD 00 00 00 CD 00 # 833 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2949 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2950 sprites/graphics/copper_cargo.png 10 90 09 65 64 -31 -34 2951 sprites/graphics/copper_cargo.png 10 170 09 65 64 -54 -46 2952 sprites/graphics/copper_cargo.png 150 90 09 65 64 -31 -34 2953 sprites/graphics/copper_cargo.png 150 170 09 65 64 -8 -46 2954 sprites/graphics/copper_cargo.png 80 90 09 65 64 -31 -34 2955 sprites/graphics/copper_cargo.png 80 170 09 65 64 -54 -46 2956 sprites/graphics/copper_cargo.png 220 90 09 65 64 -31 -34 2957 sprites/graphics/copper_cargo.png 220 170 09 65 64 -8 -46 2958 * 9 02 04 00 01 01 \w0 \w1 2959 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2960 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2961 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2962 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2963 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2964 * 23 02 04 CE 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2965 * 18 02 04 CE 81 1A 20 00 \2sto 1A 00 00 01 CE 00 00 00 CE 00 # 837 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2966 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2967 sprites/graphics/slag_cargo.png 10 90 09 65 64 -31 -34 2968 sprites/graphics/slag_cargo.png 10 170 09 65 64 -54 -46 2969 sprites/graphics/slag_cargo.png 150 90 09 65 64 -31 -34 2970 sprites/graphics/slag_cargo.png 150 170 09 65 64 -8 -46 2971 sprites/graphics/slag_cargo.png 80 90 09 65 64 -31 -34 2972 sprites/graphics/slag_cargo.png 80 170 09 65 64 -54 -46 2973 sprites/graphics/slag_cargo.png 220 90 09 65 64 -31 -34 2974 sprites/graphics/slag_cargo.png 220 170 09 65 64 -8 -46 2975 * 9 02 04 00 01 01 \w0 \w1 2976 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2977 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2978 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2979 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2980 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2981 * 23 02 04 CF 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2982 * 18 02 04 CF 81 1A 20 00 \2sto 1A 00 00 01 CF 00 00 00 CF 00 # 841 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 2983 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 2984 sprites/graphics/pipe_cargo.png 10 90 09 65 64 -31 -34 2985 sprites/graphics/pipe_cargo.png 10 170 09 65 64 -54 -46 2986 sprites/graphics/pipe_cargo.png 150 90 09 65 64 -31 -34 2987 sprites/graphics/pipe_cargo.png 150 170 09 65 64 -8 -46 2988 sprites/graphics/pipe_cargo.png 80 90 09 65 64 -31 -34 2989 sprites/graphics/pipe_cargo.png 80 170 09 65 64 -54 -46 2990 sprites/graphics/pipe_cargo.png 220 90 09 65 64 -31 -34 2991 sprites/graphics/pipe_cargo.png 220 170 09 65 64 -8 -46 2992 * 9 02 04 00 01 01 \w0 \w1 2993 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 2994 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 2995 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 2996 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 2997 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 2998 * 23 02 04 D0 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 2999 * 18 02 04 D0 81 1A 20 00 \2sto 1A 00 00 01 D0 00 00 00 D0 00 # 845 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3000 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3001 sprites/graphics/sulphur_cargo.png 10 90 09 65 64 -31 -34 3002 sprites/graphics/sulphur_cargo.png 10 170 09 65 64 -54 -46 3003 sprites/graphics/sulphur_cargo.png 150 90 09 65 64 -31 -34 3004 sprites/graphics/sulphur_cargo.png 150 170 09 65 64 -8 -46 3005 sprites/graphics/sulphur_cargo.png 80 90 09 65 64 -31 -34 3006 sprites/graphics/sulphur_cargo.png 80 170 09 65 64 -54 -46 3007 sprites/graphics/sulphur_cargo.png 220 90 09 65 64 -31 -34 3008 sprites/graphics/sulphur_cargo.png 220 170 09 65 64 -8 -46 3009 * 9 02 04 00 01 01 \w0 \w1 3010 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3011 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3012 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3013 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3014 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3015 * 23 02 04 D1 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3016 * 18 02 04 D1 81 1A 20 00 \2sto 1A 00 00 01 D1 00 00 00 D1 00 # 849 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3017 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3018 sprites/graphics/soda_ash_cargo.png 10 90 09 65 64 -31 -34 3019 sprites/graphics/soda_ash_cargo.png 10 170 09 65 64 -54 -46 3020 sprites/graphics/soda_ash_cargo.png 150 90 09 65 64 -31 -34 3021 sprites/graphics/soda_ash_cargo.png 150 170 09 65 64 -8 -46 3022 sprites/graphics/soda_ash_cargo.png 80 90 09 65 64 -31 -34 3023 sprites/graphics/soda_ash_cargo.png 80 170 09 65 64 -54 -46 3024 sprites/graphics/soda_ash_cargo.png 220 90 09 65 64 -31 -34 3025 sprites/graphics/soda_ash_cargo.png 220 170 09 65 64 -8 -46 3026 * 9 02 04 00 01 01 \w0 \w1 3027 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3028 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3029 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3030 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3031 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3032 * 23 02 04 D2 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3033 * 18 02 04 D2 81 1A 20 00 \2sto 1A 00 00 01 D2 00 00 00 D2 00 # 853 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3034 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3035 sprites/graphics/cement_cargo.png 10 90 09 65 64 -31 -34 3036 sprites/graphics/cement_cargo.png 10 170 09 65 64 -54 -46 3037 sprites/graphics/cement_cargo.png 150 90 09 65 64 -31 -34 3038 sprites/graphics/cement_cargo.png 150 170 09 65 64 -8 -46 3039 sprites/graphics/cement_cargo.png 80 90 09 65 64 -31 -34 3040 sprites/graphics/cement_cargo.png 80 170 09 65 64 -54 -46 3041 sprites/graphics/cement_cargo.png 220 90 09 65 64 -31 -34 3042 sprites/graphics/cement_cargo.png 220 170 09 65 64 -8 -46 3043 * 9 02 04 00 01 01 \w0 \w1 3044 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3045 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3046 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3047 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3048 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3049 * 23 02 04 D3 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3050 * 18 02 04 D3 81 1A 20 00 \2sto 1A 00 00 01 D3 00 00 00 D3 00 # 857 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3051 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3052 sprites/graphics/vehicle_bodies_cargo.png 10 90 09 65 64 -31 -34 3053 sprites/graphics/vehicle_bodies_cargo.png 10 170 09 65 64 -54 -46 3054 sprites/graphics/vehicle_bodies_cargo.png 150 90 09 65 64 -31 -34 3055 sprites/graphics/vehicle_bodies_cargo.png 150 170 09 65 64 -8 -46 3056 sprites/graphics/vehicle_bodies_cargo.png 80 90 09 65 64 -31 -34 3057 sprites/graphics/vehicle_bodies_cargo.png 80 170 09 65 64 -54 -46 3058 sprites/graphics/vehicle_bodies_cargo.png 220 90 09 65 64 -31 -34 3059 sprites/graphics/vehicle_bodies_cargo.png 220 170 09 65 64 -8 -46 3060 * 9 02 04 00 01 01 \w0 \w1 3061 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3062 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3063 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3064 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3065 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3066 * 23 02 04 D4 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3067 * 18 02 04 D4 81 1A 20 00 \2sto 1A 00 00 01 D4 00 00 00 D4 00 # 861 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3068 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3069 sprites/graphics/peat_cargo.png 10 90 09 65 64 -31 -34 3070 sprites/graphics/peat_cargo.png 10 170 09 65 64 -54 -46 3071 sprites/graphics/peat_cargo.png 150 90 09 65 64 -31 -34 3072 sprites/graphics/peat_cargo.png 150 170 09 65 64 -8 -46 3073 sprites/graphics/peat_cargo.png 80 90 09 65 64 -31 -34 3074 sprites/graphics/peat_cargo.png 80 170 09 65 64 -54 -46 3075 sprites/graphics/peat_cargo.png 220 90 09 65 64 -31 -34 3076 sprites/graphics/peat_cargo.png 220 170 09 65 64 -8 -46 3077 * 9 02 04 00 01 01 \w0 \w1 3078 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3079 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3080 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3081 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3082 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3083 * 23 02 04 D5 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3084 * 18 02 04 D5 81 1A 20 00 \2sto 1A 00 00 01 D5 00 00 00 D5 00 # 865 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3085 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3086 sprites/graphics/kaolin_cargo.png 10 90 09 65 64 -31 -34 3087 sprites/graphics/kaolin_cargo.png 10 170 09 65 64 -54 -46 3088 sprites/graphics/kaolin_cargo.png 150 90 09 65 64 -31 -34 3089 sprites/graphics/kaolin_cargo.png 150 170 09 65 64 -8 -46 3090 sprites/graphics/kaolin_cargo.png 80 90 09 65 64 -31 -34 3091 sprites/graphics/kaolin_cargo.png 80 170 09 65 64 -54 -46 3092 sprites/graphics/kaolin_cargo.png 220 90 09 65 64 -31 -34 3093 sprites/graphics/kaolin_cargo.png 220 170 09 65 64 -8 -46 3094 * 9 02 04 00 01 01 \w0 \w1 3095 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3096 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3097 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3098 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3099 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3100 * 23 02 04 D6 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3101 * 18 02 04 D6 81 1A 20 00 \2sto 1A 00 00 01 D6 00 00 00 D6 00 # 869 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3102 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3103 sprites/graphics/limestone_cargo.png 10 90 09 65 64 -31 -34 3104 sprites/graphics/limestone_cargo.png 10 170 09 65 64 -54 -46 3105 sprites/graphics/limestone_cargo.png 150 90 09 65 64 -31 -34 3106 sprites/graphics/limestone_cargo.png 150 170 09 65 64 -8 -46 3107 sprites/graphics/limestone_cargo.png 80 90 09 65 64 -31 -34 3108 sprites/graphics/limestone_cargo.png 80 170 09 65 64 -54 -46 3109 sprites/graphics/limestone_cargo.png 220 90 09 65 64 -31 -34 3110 sprites/graphics/limestone_cargo.png 220 170 09 65 64 -8 -46 3111 * 9 02 04 00 01 01 \w0 \w1 3112 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3113 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3114 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3115 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3116 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3117 * 23 02 04 D7 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3118 * 18 02 04 D7 81 1A 20 00 \2sto 1A 00 00 01 D7 00 00 00 D7 00 # 873 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 3119 * 18 02 04 20 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8000 // no crane 3120 * 14 02 04 20 81 // check for crane 49 10 0F // total platform length \b1 \wx8000 00 04 // for platforms <= length 4, no crane \wx20 3121 * 22 02 04 20 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx20 3122 * 22 02 04 20 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx20 // no building at south, maybe at north end? 3123 * 22 02 04 20 81 45 00 03 \b3 \wx8002 01 01 // buffer at north end \wx8004 02 02 // buffer at south end \wx8006 00 00 // buffer at both north and south \wx20 // no buffers, maybe some building 3124 * 17 02 04 B0 85 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx20 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3125 * 18 02 04 B0 81 1A 20 00 \2sto 1A 00 00 01 \wxB0 00 00 \wxB0 3126 * 23 02 04 B1 85 // Menu graphics 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx8000 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3127 * 18 02 04 B1 81 1A 20 00 \2sto 1A 00 00 01 \wxB1 00 00 \wxB1 // Action 3 # 1 "sprites/nfo/tiles/../templates/simple_action_3.tnfo" 1 // byte is index in cargotable, word is THIS_SET_ID define above 3128 * 208 03 04 01 03 \b67 00 \wxA0 // cargo: WDPR 01 \wxA1 // cargo: SCRP 03 \wxA8 // cargo: WOOD 05 \wxAA // cargo: STEL 07 \wxA2 // cargo: BRCK 08 \wxA2 // cargo: FICR 0C \wxAB // cargo: FRUT 0D \wxAB // cargo: FRVG 0E \wxAE // cargo: FOOD 0F \wxA2 // cargo: FICR 10 \wxC1 // cargo: RUBR 11 \wxA9 // cargo: RFPR 12 \wxA9 // cargo: PETR 13 \wxA9 // cargo: OIL_ 14 \wxA2 // cargo: GOOD 16 \wxAC // cargo: MILK 17 \wxA6 // cargo: COAL 18 \wxA7 // cargo: IORE 19 \wxAF // cargo: AORE 1A \wxA5 // cargo: CLAY 1B \wxA3 // cargo: GRVL 1C \wxA4 // cargo: SAND 1E \wxC6 // cargo: SGBT 20 \wxC0 // cargo: CORE 29 \wxC2 // cargo: CORE 2F \wxA2 // cargo: FMSP 30 \wxA2 // cargo: ENSP 31 \wxA2 // cargo: MNSP 34 \wxAD // cargo: BEER 35 \wxA2 // cargo: BDMT 36 \wxAE // cargo: FISH 37 \wxA2 // cargo: VALU 38 \wxA2 // cargo: DIAM 39 \wxA2 // cargo: GOLD 3A \wxC3 // cargo: JAVA 3B \wxC4 // cargo: SGCN 3C \wxA2 // cargo: VPTS 3D \wxAB // cargo: BEAN 3E \wxC5 // cargo: NITR 27 \wxC7 // cargo: PAPR 3F \wxC8 // cargo: PORE 40 \wxC9 // cargo: PHOS 41 \wxCA // cargo: MNO2 42 \wxCB // cargo: VEHI 43 \wxAC // cargo: EOIL 44 \wxCC // cargo: NUTS 45 \wxCD // cargo: CASS 46 \wxCE // cargo: COPR 47 \wxAA // cargo: NICK 48 \wxA6 // cargo: COKE 49 \wxAA // cargo: METL 4A \wxCF // cargo: SLAG 4B \wxAA // cargo: IRON 4C \wxAC // cargo: QLME 4D \wxA2 // cargo: BOOM 4E \wxD0 // cargo: PIPE 4F \wxD1 // cargo: SULP 50 \wxD2 // cargo: SASH 51 \wxD3 // cargo: CMNT 52 \wxD4 // cargo: VBOD 53 \wxC9 // cargo: POTA 54 \wxAA // cargo: ZINC 55 \wxD5 // cargo: PEAT 56 \wxD6 // cargo: KAOL 57 \wxD7 // cargo: LIME 58 \wxD2 // cargo: SALT FF \wx B1 // menu \wxB0 # 944 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 9 "sprites/nfo/tiles/mud_FIRS.pnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 1 3129 * 20 06 20 82 \b13 20 82 \b21 20 82 \b29 20 82 \b49 20 82 \b69 20 82 \b89 FF 3130 * 119 00 04 \b7 \b1 07 08 "CHPS" // Class ID - groups stations in menu 1A 06 // 6 tiles //Basic layout 40 // Use advanced sprite layout \dx40000032 \wx0002 00 // One TTD ground sprite without offset for other railtypes 40 // Use advanced sprite layout \dx40000032 \wx0002 00 // One TTD ground sprite without offset for other railtypes //With building on top 41 // Use advanced sprite layout \dx40000032 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000042D \wx0000 00 00 00 // x/y/z offset 10 10 10 // x/y/z extend 41 // Use advanced sprite layout \dx40000032 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000042D \wx0000 00 00 00 // x/y/z offset 10 10 10 // x/y/z extend //Crane 41 // Use advanced sprite layout \dx40000032 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000842D \wx0000 00 00 00 // x/y/z offset 10 10 20 // x/y/z extend 41 // Use advanced sprite layout \dx40000032 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000842D \wx0000 00 00 00 // x/y/z offset 10 10 20 // x/y/z extend 0B 03 // callback flags 10 \w500 // little / lots threshold for cargo display 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) 11 00 14 FF # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 3131 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3132 sprites/graphics/cranes.png 10 10 09 65 64 -31 -34 3133 sprites/graphics/cranes.png 80 10 09 65 64 -31 -34 3134 sprites/graphics/cranes.png 150 10 09 65 64 -31 -34 3135 sprites/graphics/cranes.png 220 10 09 65 64 -31 -34 3136 * 7 02 04 00 00 01 \w0 3137 * 7 02 04 01 00 01 \w1 3138 * 7 02 04 02 00 01 \w2 3139 * 7 02 04 03 00 01 \w3 3140 * 15 02 04 A0 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 54 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 3141 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3142 sprites/graphics/forklifts_small.png 10 10 09 65 64 -31 -34 3143 sprites/graphics/forklifts_small.png 80 10 09 65 64 -31 -34 3144 sprites/graphics/forklifts_small.png 150 10 09 65 64 -31 -34 3145 sprites/graphics/forklifts_small.png 220 10 09 65 64 -31 -34 3146 * 7 02 04 00 00 01 \w0 3147 * 7 02 04 01 00 01 \w1 3148 * 7 02 04 02 00 01 \w2 3149 * 7 02 04 03 00 01 \w3 3150 * 15 02 04 A1 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 58 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 3151 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3152 sprites/graphics/trucks_small.png 10 10 09 65 64 -31 -34 3153 sprites/graphics/trucks_small.png 80 10 09 65 64 -31 -34 3154 sprites/graphics/trucks_small.png 150 10 09 65 64 -31 -34 3155 sprites/graphics/trucks_small.png 220 10 09 65 64 -31 -34 3156 * 7 02 04 00 00 01 \w0 3157 * 7 02 04 01 00 01 \w1 3158 * 7 02 04 02 00 01 \w2 3159 * 7 02 04 03 00 01 \w3 3160 * 15 02 04 A2 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 62 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 3161 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3162 sprites/graphics/structures.png 10 10 09 65 64 -31 -34 3163 sprites/graphics/structures.png 80 10 09 65 64 -31 -34 3164 sprites/graphics/structures.png 150 10 09 65 64 -31 -34 3165 sprites/graphics/structures.png 220 10 09 65 64 -31 -34 3166 * 7 02 04 00 00 01 \w0 3167 * 7 02 04 01 00 01 \w1 3168 * 7 02 04 02 00 01 \w2 3169 * 7 02 04 03 00 01 \w3 3170 * 15 02 04 A3 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 66 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 // semi-random one from the sets above 3171 * 26 02 04 40 81 // 'building' instead of cargo 40 20 03 \2^ 40 08 03 \b3 // num ranges \wxA0 00 00 \wxA1 01 01 \wxA2 02 02 \wxA3 3172 * 17 02 04 40 85 // 'building' instead of cargo 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8004 \wx14 \wx14 // Force correct layout \wx40 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3173 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3174 sprites/graphics/lumber_cargo.png 10 10 09 65 64 -31 -34 3175 sprites/graphics/lumber_cargo.png 80 10 09 65 64 -31 -34 3176 sprites/graphics/lumber_cargo.png 150 10 09 65 64 -31 -34 3177 sprites/graphics/lumber_cargo.png 220 10 09 65 64 -31 -34 3178 * 9 02 04 00 01 01 \w0 \w1 3179 * 9 02 04 01 01 01 \w2 \w3 3180 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3181 * 17 02 04 A0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3182 * 15 02 04 A0 80 00 12 04 A0 00 A0 00 A0 00 \wx40 // Set temp register 0 to 0 3183 * 18 02 04 A0 81 1A 20 00 \2sto 1A 00 00 01 A0 00 00 00 A0 00 # 88 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3184 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3185 sprites/graphics/scrap_metal_cargo.png 10 10 09 65 64 -31 -34 3186 sprites/graphics/scrap_metal_cargo.png 80 10 09 65 64 -31 -34 3187 sprites/graphics/scrap_metal_cargo.png 150 10 09 65 64 -31 -34 3188 sprites/graphics/scrap_metal_cargo.png 220 10 09 65 64 -31 -34 3189 * 9 02 04 00 01 01 \w0 \w1 3190 * 9 02 04 01 01 01 \w2 \w3 3191 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3192 * 17 02 04 A1 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3193 * 15 02 04 A1 80 00 12 04 A1 00 A1 00 A1 00 \wx40 // Set temp register 0 to 0 3194 * 18 02 04 A1 81 1A 20 00 \2sto 1A 00 00 01 A1 00 00 00 A1 00 # 92 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3195 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3196 sprites/graphics/crates_cargo.png 10 10 09 65 64 -31 -34 3197 sprites/graphics/crates_cargo.png 80 10 09 65 64 -31 -34 3198 sprites/graphics/crates_cargo.png 150 10 09 65 64 -31 -34 3199 sprites/graphics/crates_cargo.png 220 10 09 65 64 -31 -34 3200 * 9 02 04 00 01 01 \w0 \w1 3201 * 9 02 04 01 01 01 \w2 \w3 3202 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3203 * 17 02 04 A2 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3204 * 15 02 04 A2 80 00 12 04 A2 00 A2 00 A2 00 \wx40 // Set temp register 0 to 0 3205 * 18 02 04 A2 81 1A 20 00 \2sto 1A 00 00 01 A2 00 00 00 A2 00 # 96 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3206 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3207 sprites/graphics/stone_cargo.png 10 10 09 65 64 -31 -34 3208 sprites/graphics/stone_cargo.png 80 10 09 65 64 -31 -34 3209 sprites/graphics/stone_cargo.png 150 10 09 65 64 -31 -34 3210 sprites/graphics/stone_cargo.png 220 10 09 65 64 -31 -34 3211 * 9 02 04 00 01 01 \w0 \w1 3212 * 9 02 04 01 01 01 \w2 \w3 3213 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3214 * 17 02 04 A3 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3215 * 15 02 04 A3 80 00 12 04 A3 00 A3 00 A3 00 \wx40 // Set temp register 0 to 0 3216 * 18 02 04 A3 81 1A 20 00 \2sto 1A 00 00 01 A3 00 00 00 A3 00 # 100 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3217 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3218 sprites/graphics/sand_cargo.png 10 10 09 65 64 -31 -34 3219 sprites/graphics/sand_cargo.png 80 10 09 65 64 -31 -34 3220 sprites/graphics/sand_cargo.png 150 10 09 65 64 -31 -34 3221 sprites/graphics/sand_cargo.png 220 10 09 65 64 -31 -34 3222 * 9 02 04 00 01 01 \w0 \w1 3223 * 9 02 04 01 01 01 \w2 \w3 3224 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3225 * 17 02 04 A4 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3226 * 15 02 04 A4 80 00 12 04 A4 00 A4 00 A4 00 \wx40 // Set temp register 0 to 0 3227 * 18 02 04 A4 81 1A 20 00 \2sto 1A 00 00 01 A4 00 00 00 A4 00 # 104 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3228 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3229 sprites/graphics/clay_cargo.png 10 10 09 65 64 -31 -34 3230 sprites/graphics/clay_cargo.png 80 10 09 65 64 -31 -34 3231 sprites/graphics/clay_cargo.png 150 10 09 65 64 -31 -34 3232 sprites/graphics/clay_cargo.png 220 10 09 65 64 -31 -34 3233 * 9 02 04 00 01 01 \w0 \w1 3234 * 9 02 04 01 01 01 \w2 \w3 3235 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3236 * 17 02 04 A5 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3237 * 15 02 04 A5 80 00 12 04 A5 00 A5 00 A5 00 \wx40 // Set temp register 0 to 0 3238 * 18 02 04 A5 81 1A 20 00 \2sto 1A 00 00 01 A5 00 00 00 A5 00 # 108 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3239 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3240 sprites/graphics/coal_cargo.png 10 10 09 65 64 -31 -34 3241 sprites/graphics/coal_cargo.png 80 10 09 65 64 -31 -34 3242 sprites/graphics/coal_cargo.png 150 10 09 65 64 -31 -34 3243 sprites/graphics/coal_cargo.png 220 10 09 65 64 -31 -34 3244 * 9 02 04 00 01 01 \w0 \w1 3245 * 9 02 04 01 01 01 \w2 \w3 3246 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3247 * 17 02 04 A6 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3248 * 15 02 04 A6 80 00 12 04 A6 00 A6 00 A6 00 \wx40 // Set temp register 0 to 0 3249 * 18 02 04 A6 81 1A 20 00 \2sto 1A 00 00 01 A6 00 00 00 A6 00 # 112 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3250 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3251 sprites/graphics/iron_ore_cargo.png 10 10 09 65 64 -31 -34 3252 sprites/graphics/iron_ore_cargo.png 80 10 09 65 64 -31 -34 3253 sprites/graphics/iron_ore_cargo.png 150 10 09 65 64 -31 -34 3254 sprites/graphics/iron_ore_cargo.png 220 10 09 65 64 -31 -34 3255 * 9 02 04 00 01 01 \w0 \w1 3256 * 9 02 04 01 01 01 \w2 \w3 3257 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3258 * 17 02 04 A7 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3259 * 15 02 04 A7 80 00 12 04 A7 00 A7 00 A7 00 \wx40 // Set temp register 0 to 0 3260 * 18 02 04 A7 81 1A 20 00 \2sto 1A 00 00 01 A7 00 00 00 A7 00 # 116 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3261 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3262 sprites/graphics/wood_cargo.png 10 10 09 65 64 -31 -34 3263 sprites/graphics/wood_cargo.png 80 10 09 65 64 -31 -34 3264 sprites/graphics/wood_cargo.png 150 10 09 65 64 -31 -34 3265 sprites/graphics/wood_cargo.png 220 10 09 65 64 -31 -34 3266 * 9 02 04 00 01 01 \w0 \w1 3267 * 9 02 04 01 01 01 \w2 \w3 3268 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3269 * 17 02 04 A8 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3270 * 15 02 04 A8 80 00 12 04 A8 00 A8 00 A8 00 \wx40 // Set temp register 0 to 0 3271 * 18 02 04 A8 81 1A 20 00 \2sto 1A 00 00 01 A8 00 00 00 A8 00 # 120 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3272 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3273 sprites/graphics/barrels_cargo.png 10 10 09 65 64 -31 -34 3274 sprites/graphics/barrels_cargo.png 80 10 09 65 64 -31 -34 3275 sprites/graphics/barrels_cargo.png 150 10 09 65 64 -31 -34 3276 sprites/graphics/barrels_cargo.png 220 10 09 65 64 -31 -34 3277 * 9 02 04 00 01 01 \w0 \w1 3278 * 9 02 04 01 01 01 \w2 \w3 3279 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3280 * 17 02 04 A9 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3281 * 15 02 04 A9 80 00 12 04 A9 00 A9 00 A9 00 \wx40 // Set temp register 0 to 0 3282 * 18 02 04 A9 81 1A 20 00 \2sto 1A 00 00 01 A9 00 00 00 A9 00 # 124 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3283 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3284 sprites/graphics/metal_cargo.png 10 10 09 65 64 -31 -34 3285 sprites/graphics/metal_cargo.png 80 10 09 65 64 -31 -34 3286 sprites/graphics/metal_cargo.png 150 10 09 65 64 -31 -34 3287 sprites/graphics/metal_cargo.png 220 10 09 65 64 -31 -34 3288 * 9 02 04 00 01 01 \w0 \w1 3289 * 9 02 04 01 01 01 \w2 \w3 3290 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3291 * 17 02 04 AA 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3292 * 15 02 04 AA 80 00 12 04 AA 00 AA 00 AA 00 \wx40 // Set temp register 0 to 0 3293 * 18 02 04 AA 81 1A 20 00 \2sto 1A 00 00 01 AA 00 00 00 AA 00 # 128 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3294 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3295 sprites/graphics/fruit_vegetable_cargo.png 10 10 09 65 64 -31 -34 3296 sprites/graphics/fruit_vegetable_cargo.png 80 10 09 65 64 -31 -34 3297 sprites/graphics/fruit_vegetable_cargo.png 150 10 09 65 64 -31 -34 3298 sprites/graphics/fruit_vegetable_cargo.png 220 10 09 65 64 -31 -34 3299 * 9 02 04 00 01 01 \w0 \w1 3300 * 9 02 04 01 01 01 \w2 \w3 3301 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3302 * 17 02 04 AB 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3303 * 15 02 04 AB 80 00 12 04 AB 00 AB 00 AB 00 \wx40 // Set temp register 0 to 0 3304 * 18 02 04 AB 81 1A 20 00 \2sto 1A 00 00 01 AB 00 00 00 AB 00 # 132 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3305 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3306 sprites/graphics/barrels_bare_metal_cargo.png 10 10 09 65 64 -31 -34 3307 sprites/graphics/barrels_bare_metal_cargo.png 80 10 09 65 64 -31 -34 3308 sprites/graphics/barrels_bare_metal_cargo.png 150 10 09 65 64 -31 -34 3309 sprites/graphics/barrels_bare_metal_cargo.png 220 10 09 65 64 -31 -34 3310 * 9 02 04 00 01 01 \w0 \w1 3311 * 9 02 04 01 01 01 \w2 \w3 3312 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3313 * 17 02 04 AC 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3314 * 15 02 04 AC 80 00 12 04 AC 00 AC 00 AC 00 \wx40 // Set temp register 0 to 0 3315 * 18 02 04 AC 81 1A 20 00 \2sto 1A 00 00 01 AC 00 00 00 AC 00 # 136 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3316 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3317 sprites/graphics/alcohol_cargo.png 10 10 09 65 64 -31 -34 3318 sprites/graphics/alcohol_cargo.png 80 10 09 65 64 -31 -34 3319 sprites/graphics/alcohol_cargo.png 150 10 09 65 64 -31 -34 3320 sprites/graphics/alcohol_cargo.png 220 10 09 65 64 -31 -34 3321 * 9 02 04 00 01 01 \w0 \w1 3322 * 9 02 04 01 01 01 \w2 \w3 3323 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3324 * 17 02 04 AD 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3325 * 15 02 04 AD 80 00 12 04 AD 00 AD 00 AD 00 \wx40 // Set temp register 0 to 0 3326 * 18 02 04 AD 81 1A 20 00 \2sto 1A 00 00 01 AD 00 00 00 AD 00 # 140 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3327 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3328 sprites/graphics/crates_white_cargo.png 10 10 09 65 64 -31 -34 3329 sprites/graphics/crates_white_cargo.png 80 10 09 65 64 -31 -34 3330 sprites/graphics/crates_white_cargo.png 150 10 09 65 64 -31 -34 3331 sprites/graphics/crates_white_cargo.png 220 10 09 65 64 -31 -34 3332 * 9 02 04 00 01 01 \w0 \w1 3333 * 9 02 04 01 01 01 \w2 \w3 3334 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3335 * 17 02 04 AE 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3336 * 15 02 04 AE 80 00 12 04 AE 00 AE 00 AE 00 \wx40 // Set temp register 0 to 0 3337 * 18 02 04 AE 81 1A 20 00 \2sto 1A 00 00 01 AE 00 00 00 AE 00 # 144 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3338 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3339 sprites/graphics/bauxite_cargo.png 10 10 09 65 64 -31 -34 3340 sprites/graphics/bauxite_cargo.png 80 10 09 65 64 -31 -34 3341 sprites/graphics/bauxite_cargo.png 150 10 09 65 64 -31 -34 3342 sprites/graphics/bauxite_cargo.png 220 10 09 65 64 -31 -34 3343 * 9 02 04 00 01 01 \w0 \w1 3344 * 9 02 04 01 01 01 \w2 \w3 3345 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3346 * 17 02 04 AF 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3347 * 15 02 04 AF 80 00 12 04 AF 00 AF 00 AF 00 \wx40 // Set temp register 0 to 0 3348 * 18 02 04 AF 81 1A 20 00 \2sto 1A 00 00 01 AF 00 00 00 AF 00 # 148 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3349 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3350 sprites/graphics/copper_ore_cargo.png 10 10 09 65 64 -31 -34 3351 sprites/graphics/copper_ore_cargo.png 80 10 09 65 64 -31 -34 3352 sprites/graphics/copper_ore_cargo.png 150 10 09 65 64 -31 -34 3353 sprites/graphics/copper_ore_cargo.png 220 10 09 65 64 -31 -34 3354 * 9 02 04 00 01 01 \w0 \w1 3355 * 9 02 04 01 01 01 \w2 \w3 3356 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3357 * 17 02 04 C0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3358 * 15 02 04 C0 80 00 12 04 C0 00 C0 00 C0 00 \wx40 // Set temp register 0 to 0 3359 * 18 02 04 C0 81 1A 20 00 \2sto 1A 00 00 01 C0 00 00 00 C0 00 # 152 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3360 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3361 sprites/graphics/rubber_cargo.png 10 10 09 65 64 -31 -34 3362 sprites/graphics/rubber_cargo.png 80 10 09 65 64 -31 -34 3363 sprites/graphics/rubber_cargo.png 150 10 09 65 64 -31 -34 3364 sprites/graphics/rubber_cargo.png 220 10 09 65 64 -31 -34 3365 * 9 02 04 00 01 01 \w0 \w1 3366 * 9 02 04 01 01 01 \w2 \w3 3367 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3368 * 17 02 04 C1 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3369 * 15 02 04 C1 80 00 12 04 C1 00 C1 00 C1 00 \wx40 // Set temp register 0 to 0 3370 * 18 02 04 C1 81 1A 20 00 \2sto 1A 00 00 01 C1 00 00 00 C1 00 # 156 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3371 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3372 sprites/graphics/sugar_cargo.png 10 10 09 65 64 -31 -34 3373 sprites/graphics/sugar_cargo.png 80 10 09 65 64 -31 -34 3374 sprites/graphics/sugar_cargo.png 150 10 09 65 64 -31 -34 3375 sprites/graphics/sugar_cargo.png 220 10 09 65 64 -31 -34 3376 * 9 02 04 00 01 01 \w0 \w1 3377 * 9 02 04 01 01 01 \w2 \w3 3378 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3379 * 17 02 04 C2 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3380 * 15 02 04 C2 80 00 12 04 C2 00 C2 00 C2 00 \wx40 // Set temp register 0 to 0 3381 * 18 02 04 C2 81 1A 20 00 \2sto 1A 00 00 01 C2 00 00 00 C2 00 # 160 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3382 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3383 sprites/graphics/coffee_cargo.png 10 10 09 65 64 -31 -34 3384 sprites/graphics/coffee_cargo.png 80 10 09 65 64 -31 -34 3385 sprites/graphics/coffee_cargo.png 150 10 09 65 64 -31 -34 3386 sprites/graphics/coffee_cargo.png 220 10 09 65 64 -31 -34 3387 * 9 02 04 00 01 01 \w0 \w1 3388 * 9 02 04 01 01 01 \w2 \w3 3389 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3390 * 17 02 04 C3 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3391 * 15 02 04 C3 80 00 12 04 C3 00 C3 00 C3 00 \wx40 // Set temp register 0 to 0 3392 * 18 02 04 C3 81 1A 20 00 \2sto 1A 00 00 01 C3 00 00 00 C3 00 # 164 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3393 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3394 sprites/graphics/sugarcane_cargo.png 10 10 09 65 64 -31 -34 3395 sprites/graphics/sugarcane_cargo.png 80 10 09 65 64 -31 -34 3396 sprites/graphics/sugarcane_cargo.png 150 10 09 65 64 -31 -34 3397 sprites/graphics/sugarcane_cargo.png 220 10 09 65 64 -31 -34 3398 * 9 02 04 00 01 01 \w0 \w1 3399 * 9 02 04 01 01 01 \w2 \w3 3400 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3401 * 17 02 04 C4 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3402 * 15 02 04 C4 80 00 12 04 C4 00 C4 00 C4 00 \wx40 // Set temp register 0 to 0 3403 * 18 02 04 C4 81 1A 20 00 \2sto 1A 00 00 01 C4 00 00 00 C4 00 # 168 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3404 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3405 sprites/graphics/nitrates_cargo.png 10 10 09 65 64 -31 -34 3406 sprites/graphics/nitrates_cargo.png 80 10 09 65 64 -31 -34 3407 sprites/graphics/nitrates_cargo.png 150 10 09 65 64 -31 -34 3408 sprites/graphics/nitrates_cargo.png 220 10 09 65 64 -31 -34 3409 * 9 02 04 00 01 01 \w0 \w1 3410 * 9 02 04 01 01 01 \w2 \w3 3411 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3412 * 17 02 04 C5 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3413 * 15 02 04 C5 80 00 12 04 C5 00 C5 00 C5 00 \wx40 // Set temp register 0 to 0 3414 * 18 02 04 C5 81 1A 20 00 \2sto 1A 00 00 01 C5 00 00 00 C5 00 # 172 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3415 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3416 sprites/graphics/sugar_beet_cargo.png 10 10 09 65 64 -31 -34 3417 sprites/graphics/sugar_beet_cargo.png 80 10 09 65 64 -31 -34 3418 sprites/graphics/sugar_beet_cargo.png 150 10 09 65 64 -31 -34 3419 sprites/graphics/sugar_beet_cargo.png 220 10 09 65 64 -31 -34 3420 * 9 02 04 00 01 01 \w0 \w1 3421 * 9 02 04 01 01 01 \w2 \w3 3422 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3423 * 17 02 04 C6 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3424 * 15 02 04 C6 80 00 12 04 C6 00 C6 00 C6 00 \wx40 // Set temp register 0 to 0 3425 * 18 02 04 C6 81 1A 20 00 \2sto 1A 00 00 01 C6 00 00 00 C6 00 # 176 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3426 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3427 sprites/graphics/paper_cargo.png 10 10 09 65 64 -31 -34 3428 sprites/graphics/paper_cargo.png 80 10 09 65 64 -31 -34 3429 sprites/graphics/paper_cargo.png 150 10 09 65 64 -31 -34 3430 sprites/graphics/paper_cargo.png 220 10 09 65 64 -31 -34 3431 * 9 02 04 00 01 01 \w0 \w1 3432 * 9 02 04 01 01 01 \w2 \w3 3433 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3434 * 17 02 04 C7 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3435 * 15 02 04 C7 80 00 12 04 C7 00 C7 00 C7 00 \wx40 // Set temp register 0 to 0 3436 * 18 02 04 C7 81 1A 20 00 \2sto 1A 00 00 01 C7 00 00 00 C7 00 # 180 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3437 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3438 sprites/graphics/pyrite_ore_cargo.png 10 10 09 65 64 -31 -34 3439 sprites/graphics/pyrite_ore_cargo.png 80 10 09 65 64 -31 -34 3440 sprites/graphics/pyrite_ore_cargo.png 150 10 09 65 64 -31 -34 3441 sprites/graphics/pyrite_ore_cargo.png 220 10 09 65 64 -31 -34 3442 * 9 02 04 00 01 01 \w0 \w1 3443 * 9 02 04 01 01 01 \w2 \w3 3444 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3445 * 17 02 04 C8 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3446 * 15 02 04 C8 80 00 12 04 C8 00 C8 00 C8 00 \wx40 // Set temp register 0 to 0 3447 * 18 02 04 C8 81 1A 20 00 \2sto 1A 00 00 01 C8 00 00 00 C8 00 # 184 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3448 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3449 sprites/graphics/phosphate_cargo.png 10 10 09 65 64 -31 -34 3450 sprites/graphics/phosphate_cargo.png 80 10 09 65 64 -31 -34 3451 sprites/graphics/phosphate_cargo.png 150 10 09 65 64 -31 -34 3452 sprites/graphics/phosphate_cargo.png 220 10 09 65 64 -31 -34 3453 * 9 02 04 00 01 01 \w0 \w1 3454 * 9 02 04 01 01 01 \w2 \w3 3455 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3456 * 17 02 04 C9 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3457 * 15 02 04 C9 80 00 12 04 C9 00 C9 00 C9 00 \wx40 // Set temp register 0 to 0 3458 * 18 02 04 C9 81 1A 20 00 \2sto 1A 00 00 01 C9 00 00 00 C9 00 # 188 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3459 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3460 sprites/graphics/manganese_ore_cargo.png 10 10 09 65 64 -31 -34 3461 sprites/graphics/manganese_ore_cargo.png 80 10 09 65 64 -31 -34 3462 sprites/graphics/manganese_ore_cargo.png 150 10 09 65 64 -31 -34 3463 sprites/graphics/manganese_ore_cargo.png 220 10 09 65 64 -31 -34 3464 * 9 02 04 00 01 01 \w0 \w1 3465 * 9 02 04 01 01 01 \w2 \w3 3466 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3467 * 17 02 04 CA 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3468 * 15 02 04 CA 80 00 12 04 CA 00 CA 00 CA 00 \wx40 // Set temp register 0 to 0 3469 * 18 02 04 CA 81 1A 20 00 \2sto 1A 00 00 01 CA 00 00 00 CA 00 # 192 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3470 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3471 sprites/graphics/vehicles_cargo.png 10 10 09 65 64 -31 -34 3472 sprites/graphics/vehicles_cargo.png 80 10 09 65 64 -31 -34 3473 sprites/graphics/vehicles_cargo.png 150 10 09 65 64 -31 -34 3474 sprites/graphics/vehicles_cargo.png 220 10 09 65 64 -31 -34 3475 * 9 02 04 00 01 01 \w0 \w1 3476 * 9 02 04 01 01 01 \w2 \w3 3477 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3478 * 17 02 04 CB 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3479 * 15 02 04 CB 80 00 12 04 CB 00 CB 00 CB 00 \wx40 // Set temp register 0 to 0 3480 * 18 02 04 CB 81 1A 20 00 \2sto 1A 00 00 01 CB 00 00 00 CB 00 # 196 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3481 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3482 sprites/graphics/nuts_cargo.png 10 10 09 65 64 -31 -34 3483 sprites/graphics/nuts_cargo.png 80 10 09 65 64 -31 -34 3484 sprites/graphics/nuts_cargo.png 150 10 09 65 64 -31 -34 3485 sprites/graphics/nuts_cargo.png 220 10 09 65 64 -31 -34 3486 * 9 02 04 00 01 01 \w0 \w1 3487 * 9 02 04 01 01 01 \w2 \w3 3488 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3489 * 17 02 04 CC 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3490 * 15 02 04 CC 80 00 12 04 CC 00 CC 00 CC 00 \wx40 // Set temp register 0 to 0 3491 * 18 02 04 CC 81 1A 20 00 \2sto 1A 00 00 01 CC 00 00 00 CC 00 # 200 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3492 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3493 sprites/graphics/cassava_cargo.png 10 10 09 65 64 -31 -34 3494 sprites/graphics/cassava_cargo.png 80 10 09 65 64 -31 -34 3495 sprites/graphics/cassava_cargo.png 150 10 09 65 64 -31 -34 3496 sprites/graphics/cassava_cargo.png 220 10 09 65 64 -31 -34 3497 * 9 02 04 00 01 01 \w0 \w1 3498 * 9 02 04 01 01 01 \w2 \w3 3499 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3500 * 17 02 04 CD 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3501 * 15 02 04 CD 80 00 12 04 CD 00 CD 00 CD 00 \wx40 // Set temp register 0 to 0 3502 * 18 02 04 CD 81 1A 20 00 \2sto 1A 00 00 01 CD 00 00 00 CD 00 # 204 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3503 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3504 sprites/graphics/copper_cargo.png 10 10 09 65 64 -31 -34 3505 sprites/graphics/copper_cargo.png 80 10 09 65 64 -31 -34 3506 sprites/graphics/copper_cargo.png 150 10 09 65 64 -31 -34 3507 sprites/graphics/copper_cargo.png 220 10 09 65 64 -31 -34 3508 * 9 02 04 00 01 01 \w0 \w1 3509 * 9 02 04 01 01 01 \w2 \w3 3510 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3511 * 17 02 04 CE 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3512 * 15 02 04 CE 80 00 12 04 CE 00 CE 00 CE 00 \wx40 // Set temp register 0 to 0 3513 * 18 02 04 CE 81 1A 20 00 \2sto 1A 00 00 01 CE 00 00 00 CE 00 # 208 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3514 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3515 sprites/graphics/slag_cargo.png 10 10 09 65 64 -31 -34 3516 sprites/graphics/slag_cargo.png 80 10 09 65 64 -31 -34 3517 sprites/graphics/slag_cargo.png 150 10 09 65 64 -31 -34 3518 sprites/graphics/slag_cargo.png 220 10 09 65 64 -31 -34 3519 * 9 02 04 00 01 01 \w0 \w1 3520 * 9 02 04 01 01 01 \w2 \w3 3521 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3522 * 17 02 04 CF 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3523 * 15 02 04 CF 80 00 12 04 CF 00 CF 00 CF 00 \wx40 // Set temp register 0 to 0 3524 * 18 02 04 CF 81 1A 20 00 \2sto 1A 00 00 01 CF 00 00 00 CF 00 # 212 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3525 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3526 sprites/graphics/pipe_cargo.png 10 10 09 65 64 -31 -34 3527 sprites/graphics/pipe_cargo.png 80 10 09 65 64 -31 -34 3528 sprites/graphics/pipe_cargo.png 150 10 09 65 64 -31 -34 3529 sprites/graphics/pipe_cargo.png 220 10 09 65 64 -31 -34 3530 * 9 02 04 00 01 01 \w0 \w1 3531 * 9 02 04 01 01 01 \w2 \w3 3532 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3533 * 17 02 04 D0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3534 * 15 02 04 D0 80 00 12 04 D0 00 D0 00 D0 00 \wx40 // Set temp register 0 to 0 3535 * 18 02 04 D0 81 1A 20 00 \2sto 1A 00 00 01 D0 00 00 00 D0 00 # 216 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3536 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3537 sprites/graphics/sulphur_cargo.png 10 10 09 65 64 -31 -34 3538 sprites/graphics/sulphur_cargo.png 80 10 09 65 64 -31 -34 3539 sprites/graphics/sulphur_cargo.png 150 10 09 65 64 -31 -34 3540 sprites/graphics/sulphur_cargo.png 220 10 09 65 64 -31 -34 3541 * 9 02 04 00 01 01 \w0 \w1 3542 * 9 02 04 01 01 01 \w2 \w3 3543 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3544 * 17 02 04 D1 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3545 * 15 02 04 D1 80 00 12 04 D1 00 D1 00 D1 00 \wx40 // Set temp register 0 to 0 3546 * 18 02 04 D1 81 1A 20 00 \2sto 1A 00 00 01 D1 00 00 00 D1 00 # 220 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3547 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3548 sprites/graphics/soda_ash_cargo.png 10 10 09 65 64 -31 -34 3549 sprites/graphics/soda_ash_cargo.png 80 10 09 65 64 -31 -34 3550 sprites/graphics/soda_ash_cargo.png 150 10 09 65 64 -31 -34 3551 sprites/graphics/soda_ash_cargo.png 220 10 09 65 64 -31 -34 3552 * 9 02 04 00 01 01 \w0 \w1 3553 * 9 02 04 01 01 01 \w2 \w3 3554 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3555 * 17 02 04 D2 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3556 * 15 02 04 D2 80 00 12 04 D2 00 D2 00 D2 00 \wx40 // Set temp register 0 to 0 3557 * 18 02 04 D2 81 1A 20 00 \2sto 1A 00 00 01 D2 00 00 00 D2 00 # 224 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3558 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3559 sprites/graphics/cement_cargo.png 10 10 09 65 64 -31 -34 3560 sprites/graphics/cement_cargo.png 80 10 09 65 64 -31 -34 3561 sprites/graphics/cement_cargo.png 150 10 09 65 64 -31 -34 3562 sprites/graphics/cement_cargo.png 220 10 09 65 64 -31 -34 3563 * 9 02 04 00 01 01 \w0 \w1 3564 * 9 02 04 01 01 01 \w2 \w3 3565 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3566 * 17 02 04 D3 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3567 * 15 02 04 D3 80 00 12 04 D3 00 D3 00 D3 00 \wx40 // Set temp register 0 to 0 3568 * 18 02 04 D3 81 1A 20 00 \2sto 1A 00 00 01 D3 00 00 00 D3 00 # 228 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3569 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3570 sprites/graphics/vehicle_bodies_cargo.png 10 10 09 65 64 -31 -34 3571 sprites/graphics/vehicle_bodies_cargo.png 80 10 09 65 64 -31 -34 3572 sprites/graphics/vehicle_bodies_cargo.png 150 10 09 65 64 -31 -34 3573 sprites/graphics/vehicle_bodies_cargo.png 220 10 09 65 64 -31 -34 3574 * 9 02 04 00 01 01 \w0 \w1 3575 * 9 02 04 01 01 01 \w2 \w3 3576 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3577 * 17 02 04 D4 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3578 * 15 02 04 D4 80 00 12 04 D4 00 D4 00 D4 00 \wx40 // Set temp register 0 to 0 3579 * 18 02 04 D4 81 1A 20 00 \2sto 1A 00 00 01 D4 00 00 00 D4 00 # 232 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3580 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3581 sprites/graphics/peat_cargo.png 10 10 09 65 64 -31 -34 3582 sprites/graphics/peat_cargo.png 80 10 09 65 64 -31 -34 3583 sprites/graphics/peat_cargo.png 150 10 09 65 64 -31 -34 3584 sprites/graphics/peat_cargo.png 220 10 09 65 64 -31 -34 3585 * 9 02 04 00 01 01 \w0 \w1 3586 * 9 02 04 01 01 01 \w2 \w3 3587 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3588 * 17 02 04 D5 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3589 * 15 02 04 D5 80 00 12 04 D5 00 D5 00 D5 00 \wx40 // Set temp register 0 to 0 3590 * 18 02 04 D5 81 1A 20 00 \2sto 1A 00 00 01 D5 00 00 00 D5 00 # 236 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3591 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3592 sprites/graphics/kaolin_cargo.png 10 10 09 65 64 -31 -34 3593 sprites/graphics/kaolin_cargo.png 80 10 09 65 64 -31 -34 3594 sprites/graphics/kaolin_cargo.png 150 10 09 65 64 -31 -34 3595 sprites/graphics/kaolin_cargo.png 220 10 09 65 64 -31 -34 3596 * 9 02 04 00 01 01 \w0 \w1 3597 * 9 02 04 01 01 01 \w2 \w3 3598 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3599 * 17 02 04 D6 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3600 * 15 02 04 D6 80 00 12 04 D6 00 D6 00 D6 00 \wx40 // Set temp register 0 to 0 3601 * 18 02 04 D6 81 1A 20 00 \2sto 1A 00 00 01 D6 00 00 00 D6 00 # 240 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 3602 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3603 sprites/graphics/limestone_cargo.png 10 10 09 65 64 -31 -34 3604 sprites/graphics/limestone_cargo.png 80 10 09 65 64 -31 -34 3605 sprites/graphics/limestone_cargo.png 150 10 09 65 64 -31 -34 3606 sprites/graphics/limestone_cargo.png 220 10 09 65 64 -31 -34 3607 * 9 02 04 00 01 01 \w0 \w1 3608 * 9 02 04 01 01 01 \w2 \w3 3609 * 11 02 04 02 80 00 10 02 \wx00 \wx01 3610 * 17 02 04 D7 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 3611 * 15 02 04 D7 80 00 12 04 D7 00 D7 00 D7 00 \wx40 // Set temp register 0 to 0 3612 * 18 02 04 D7 81 1A 20 00 \2sto 1A 00 00 01 D7 00 00 00 D7 00 # 244 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 3613 * 23 02 04 B0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx8000 \wx14 \wx14 // Force 'platform with building on top' for now \wx00 3614 * 15 02 04 B0 80 00 12 04 \wxB0 \wxB0 \wxB0 \wx40 // Set temp register 0 to 0 3615 * 18 02 04 B0 81 1A 20 00 \2sto 1A 00 00 01 \wxB0 00 00 \wxB0 // Action 3 # 1 "sprites/nfo/tiles/../templates/simple_action_3.tnfo" 1 // byte is index in cargotable, word is THIS_SET_ID define above 3616 * 208 03 04 01 07 \b67 00 \wxA0 // cargo: WDPR 01 \wxA1 // cargo: SCRP 03 \wxA8 // cargo: WOOD 05 \wxAA // cargo: STEL 07 \wxA2 // cargo: BRCK 08 \wxA2 // cargo: FICR 0C \wxAB // cargo: FRUT 0D \wxAB // cargo: FRVG 0E \wxAE // cargo: FOOD 0F \wxA2 // cargo: FICR 10 \wxC1 // cargo: RUBR 11 \wxA9 // cargo: RFPR 12 \wxA9 // cargo: PETR 13 \wxA9 // cargo: OIL_ 14 \wxA2 // cargo: GOOD 16 \wxAC // cargo: MILK 17 \wxA6 // cargo: COAL 18 \wxA7 // cargo: IORE 19 \wxAF // cargo: AORE 1A \wxA5 // cargo: CLAY 1B \wxA3 // cargo: GRVL 1C \wxA4 // cargo: SAND 1E \wxC6 // cargo: SGBT 20 \wxC0 // cargo: CORE 29 \wxC2 // cargo: CORE 2F \wxA2 // cargo: FMSP 30 \wxA2 // cargo: ENSP 31 \wxA2 // cargo: MNSP 34 \wxAD // cargo: BEER 35 \wxA2 // cargo: BDMT 36 \wxAE // cargo: FISH 37 \wxA2 // cargo: VALU 38 \wxA2 // cargo: DIAM 39 \wxA2 // cargo: GOLD 3A \wxC3 // cargo: JAVA 3B \wxC4 // cargo: SGCN 3C \wxA2 // cargo: VPTS 3D \wxAB // cargo: BEAN 3E \wxC5 // cargo: NITR 27 \wxC7 // cargo: PAPR 3F \wxC8 // cargo: PORE 40 \wxC9 // cargo: PHOS 41 \wxCA // cargo: MNO2 42 \wxCB // cargo: VEHI 43 \wxAC // cargo: EOIL 44 \wxCC // cargo: NUTS 45 \wxCD // cargo: CASS 46 \wxCE // cargo: COPR 47 \wxAA // cargo: NICK 48 \wxA6 // cargo: COKE 49 \wxAA // cargo: METL 4A \wxCF // cargo: SLAG 4B \wxAA // cargo: IRON 4C \wxAC // cargo: QLME 4D \wxA2 // cargo: BOOM 4E \wxD0 // cargo: PIPE 4F \wxD1 // cargo: SULP 50 \wxD2 // cargo: SASH 51 \wxD3 // cargo: CMNT 52 \wxD4 // cargo: VBOD 53 \wxC9 // cargo: POTA 54 \wxAA // cargo: ZINC 55 \wxD5 // cargo: PEAT 56 \wxD6 // cargo: KAOL 57 \wxD7 // cargo: LIME 58 \wxD2 // cargo: SALT FF \wx B0 // menu \wxB0 # 269 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 14 "sprites/nfo/tiles/mud_FIRS.pnfo" 2 # 21 "" 2 # 1 "sprites/nfo/tiles/slabs.pnfo" 1 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 1 # 31 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 3617 * 562 06 20 82 \b92 20 82 \b127 20 82 \b162 20 82 \b197 20 82 \b232 20 82 \b242 20 82 \b*277 20 82 \b*287 20 82 \b*412 20 82 \b*467 20 82 \b*522 20 82 \b*577 20 82 \b*632 20 82 \b*642 20 82 \b*697 20 82 \b*707 20 82 \b22 20 82 \b32 20 82 \b47 20 82 \b57 20 82 \b72 20 82 \b82 20 82 \b107 20 82 \b117 20 82 \b142 20 82 \b152 20 82 \b177 20 82 \b187 20 82 \b212 20 82 \b222 20 82 \b*257 20 82 \b*267 20 82 \b*302 20 82 \b*312 20 82 \b*347 20 82 \b*357 20 82 \b*392 20 82 \b*402 20 82 \b*447 20 82 \b*457 20 82 \b*502 20 82 \b*512 20 82 \b*557 20 82 \b*567 20 82 \b*612 20 82 \b*622 20 82 \b*677 20 82 \b*687 20 82 \b*742 20 82 \b*752 20 82 \b*762 20 82 \b*777 20 82 \b*787 20 82 \b*797 20 82 \b*812 20 82 \b*822 20 82 \b*832 20 82 \b*847 20 82 \b*857 20 82 \b*867 20 82 \b*882 20 82 \b*892 20 82 \b*902 20 82 \b*917 20 82 \b*927 20 82 \b*937 20 82 \b*952 20 82 \b*962 20 82 \b*972 20 82 \b*987 20 82 \b*997 20 82 \b*1007 //cranes 20 82 \b*1022 20 82 \b*1032 20 82 \b*1042 20 82 \b*1057 20 82 \b*1067 20 82 \b*1077 20 82 \b*1092 20 82 \b*1102 20 82 \b*1112 20 82 \b*1127 20 82 \b*1137 20 82 \b*1147 //truck 20 82 \b*1162 20 82 \b*1172 20 82 \b*1182 20 82 \b*1197 20 82 \b*1207 20 82 \b*1217 20 82 \b*1232 20 82 \b*1242 20 82 \b*1252 20 82 \b*1267 20 82 \b*1277 20 82 \b*1287 //building 20 82 \b*1302 20 82 \b*1312 20 82 \b*1322 20 82 \b*1337 20 82 \b*1347 20 82 \b*1357 20 82 \b*1372 20 82 \b*1382 20 82 \b*1392 20 82 \b*1407 20 82 \b*1417 20 82 \b*1427 //forklift 20 82 \b*1442 20 82 \b*1452 20 82 \b*1462 20 82 \b*1477 20 82 \b*1487 20 82 \b*1497 20 82 \b*1512 20 82 \b*1522 20 82 \b*1532 20 82 \b*1547 20 82 \b*1557 20 82 \b*1567 FF 3618 * 1579 00 04 \b5 \b1 08 08 "CHPS" // Class ID - groups stations in menu 09 28 // 40 different tiles //Basic layout without a buffer \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 80 // end of building sprite list //Basic layout with a buffer at north end \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 80 // end of building sprite list //Basic layout with a buffer at south end \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 80 // end of building sprite list //Basic layout with a buffer at both ends \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 80 // end of building sprite list //Basic layout without a buffer and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with a buffer at north end and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with a buffer at south end and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with a buffer at both ends and with cargo \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000000 10 00 00 // x/y/z offset 01 10 04 // x/y/z extent \dx80000001 00 00 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042D 00 0C 00 // x/y/z offset 10 04 05 // x/y/z extent \dx000042E 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000002 00 10 00 // x/y/z offset 10 01 04 // x/y/z extent \dx80000003 00 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx000042F 0C 00 00 // x/y/z offset 04 10 05 // x/y/z extent \dx0000430 80 // end of building sprite list //Basic layout with building at south end of platform \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000004 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx80000006 80 // end of building sprite list //Basic layout with building at north end of platform \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000005 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx80000007 80 // end of building sprite list //Basic layout with building at south end of platform on the other side \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 0C 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000008 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 0C 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx8000000A 80 // end of building sprite list //Basic layout with building at north end of platform on the other side \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 0C 00 // x/y/z offset 10 04 08 // x/y/z extent \dx80000009 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 0C 00 00 // x/y/z offset 04 10 08 // x/y/z extent \dx8000000B 80 // end of building sprite list //Basic layout with crane \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx8000800C 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000800E 80 // end of building sprite list //Basic layout with crane \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx8000800D 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000800F 80 // end of building sprite list //Basic layout with truck \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008010 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008012 80 // end of building sprite list //Basic layout with truck \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008011 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008013 80 // end of building sprite list //Basic layout with building \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008014 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008016 80 // end of building sprite list //Basic layout with building \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008015 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx80008017 80 // end of building sprite list //Basic layout with forklift \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008018 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000801A 80 // end of building sprite list //Basic layout with forklift \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002C 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002D 00 00 00 // x/y/z offset 10 04 20 // x/y/z extent \dx80008019 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002E 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dxC000002F 00 00 00 // x/y/z offset 04 10 20 // x/y/z extent \dx8000801B 80 // end of building sprite list 0B 03 // callback flags 10 \w500 // little / lots threshold for cargo display 11 FF // show pylons 3619 * 26 02 04 40 81 // random crane/truck/building/forklift 49 26 0C \2+ 5F 37 02 \2+ 5F 28 0F \2% 1A 20 10 \2+ 1A 00 18 \b0 \wx8018 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3620 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3621 sprites/graphics/lumber_cargo.png 10 90 09 65 64 -31 -34 3622 sprites/graphics/lumber_cargo.png 10 170 09 65 64 -54 -46 3623 sprites/graphics/lumber_cargo.png 150 90 09 65 64 -31 -34 3624 sprites/graphics/lumber_cargo.png 150 170 09 65 64 -8 -46 3625 sprites/graphics/lumber_cargo.png 80 90 09 65 64 -31 -34 3626 sprites/graphics/lumber_cargo.png 80 170 09 65 64 -54 -46 3627 sprites/graphics/lumber_cargo.png 220 90 09 65 64 -31 -34 3628 sprites/graphics/lumber_cargo.png 220 170 09 65 64 -8 -46 3629 * 9 02 04 00 01 01 \w0 \w1 3630 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3631 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3632 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3633 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3634 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3635 * 23 02 04 A0 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3636 * 18 02 04 A0 81 1A 20 00 \2sto 1A 00 00 01 A0 00 00 00 A0 00 # 717 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3637 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3638 sprites/graphics/scrap_metal_cargo.png 10 90 09 65 64 -31 -34 3639 sprites/graphics/scrap_metal_cargo.png 10 170 09 65 64 -54 -46 3640 sprites/graphics/scrap_metal_cargo.png 150 90 09 65 64 -31 -34 3641 sprites/graphics/scrap_metal_cargo.png 150 170 09 65 64 -8 -46 3642 sprites/graphics/scrap_metal_cargo.png 80 90 09 65 64 -31 -34 3643 sprites/graphics/scrap_metal_cargo.png 80 170 09 65 64 -54 -46 3644 sprites/graphics/scrap_metal_cargo.png 220 90 09 65 64 -31 -34 3645 sprites/graphics/scrap_metal_cargo.png 220 170 09 65 64 -8 -46 3646 * 9 02 04 00 01 01 \w0 \w1 3647 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3648 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3649 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3650 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3651 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3652 * 23 02 04 A1 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3653 * 18 02 04 A1 81 1A 20 00 \2sto 1A 00 00 01 A1 00 00 00 A1 00 # 721 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3654 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3655 sprites/graphics/crates_cargo.png 10 90 09 65 64 -31 -34 3656 sprites/graphics/crates_cargo.png 10 170 09 65 64 -54 -46 3657 sprites/graphics/crates_cargo.png 150 90 09 65 64 -31 -34 3658 sprites/graphics/crates_cargo.png 150 170 09 65 64 -8 -46 3659 sprites/graphics/crates_cargo.png 80 90 09 65 64 -31 -34 3660 sprites/graphics/crates_cargo.png 80 170 09 65 64 -54 -46 3661 sprites/graphics/crates_cargo.png 220 90 09 65 64 -31 -34 3662 sprites/graphics/crates_cargo.png 220 170 09 65 64 -8 -46 3663 * 9 02 04 00 01 01 \w0 \w1 3664 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3665 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3666 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3667 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3668 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3669 * 23 02 04 A2 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3670 * 18 02 04 A2 81 1A 20 00 \2sto 1A 00 00 01 A2 00 00 00 A2 00 # 725 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3671 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3672 sprites/graphics/stone_cargo.png 10 90 09 65 64 -31 -34 3673 sprites/graphics/stone_cargo.png 10 170 09 65 64 -54 -46 3674 sprites/graphics/stone_cargo.png 150 90 09 65 64 -31 -34 3675 sprites/graphics/stone_cargo.png 150 170 09 65 64 -8 -46 3676 sprites/graphics/stone_cargo.png 80 90 09 65 64 -31 -34 3677 sprites/graphics/stone_cargo.png 80 170 09 65 64 -54 -46 3678 sprites/graphics/stone_cargo.png 220 90 09 65 64 -31 -34 3679 sprites/graphics/stone_cargo.png 220 170 09 65 64 -8 -46 3680 * 9 02 04 00 01 01 \w0 \w1 3681 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3682 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3683 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3684 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3685 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3686 * 23 02 04 A3 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3687 * 18 02 04 A3 81 1A 20 00 \2sto 1A 00 00 01 A3 00 00 00 A3 00 # 729 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3688 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3689 sprites/graphics/sand_cargo.png 10 90 09 65 64 -31 -34 3690 sprites/graphics/sand_cargo.png 10 170 09 65 64 -54 -46 3691 sprites/graphics/sand_cargo.png 150 90 09 65 64 -31 -34 3692 sprites/graphics/sand_cargo.png 150 170 09 65 64 -8 -46 3693 sprites/graphics/sand_cargo.png 80 90 09 65 64 -31 -34 3694 sprites/graphics/sand_cargo.png 80 170 09 65 64 -54 -46 3695 sprites/graphics/sand_cargo.png 220 90 09 65 64 -31 -34 3696 sprites/graphics/sand_cargo.png 220 170 09 65 64 -8 -46 3697 * 9 02 04 00 01 01 \w0 \w1 3698 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3699 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3700 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3701 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3702 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3703 * 23 02 04 A4 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3704 * 18 02 04 A4 81 1A 20 00 \2sto 1A 00 00 01 A4 00 00 00 A4 00 # 733 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3705 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3706 sprites/graphics/clay_cargo.png 10 90 09 65 64 -31 -34 3707 sprites/graphics/clay_cargo.png 10 170 09 65 64 -54 -46 3708 sprites/graphics/clay_cargo.png 150 90 09 65 64 -31 -34 3709 sprites/graphics/clay_cargo.png 150 170 09 65 64 -8 -46 3710 sprites/graphics/clay_cargo.png 80 90 09 65 64 -31 -34 3711 sprites/graphics/clay_cargo.png 80 170 09 65 64 -54 -46 3712 sprites/graphics/clay_cargo.png 220 90 09 65 64 -31 -34 3713 sprites/graphics/clay_cargo.png 220 170 09 65 64 -8 -46 3714 * 9 02 04 00 01 01 \w0 \w1 3715 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3716 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3717 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3718 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3719 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3720 * 23 02 04 A5 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3721 * 18 02 04 A5 81 1A 20 00 \2sto 1A 00 00 01 A5 00 00 00 A5 00 # 737 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3722 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3723 sprites/graphics/coal_cargo.png 10 90 09 65 64 -31 -34 3724 sprites/graphics/coal_cargo.png 10 170 09 65 64 -54 -46 3725 sprites/graphics/coal_cargo.png 150 90 09 65 64 -31 -34 3726 sprites/graphics/coal_cargo.png 150 170 09 65 64 -8 -46 3727 sprites/graphics/coal_cargo.png 80 90 09 65 64 -31 -34 3728 sprites/graphics/coal_cargo.png 80 170 09 65 64 -54 -46 3729 sprites/graphics/coal_cargo.png 220 90 09 65 64 -31 -34 3730 sprites/graphics/coal_cargo.png 220 170 09 65 64 -8 -46 3731 * 9 02 04 00 01 01 \w0 \w1 3732 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3733 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3734 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3735 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3736 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3737 * 23 02 04 A6 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3738 * 18 02 04 A6 81 1A 20 00 \2sto 1A 00 00 01 A6 00 00 00 A6 00 # 741 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3739 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3740 sprites/graphics/iron_ore_cargo.png 10 90 09 65 64 -31 -34 3741 sprites/graphics/iron_ore_cargo.png 10 170 09 65 64 -54 -46 3742 sprites/graphics/iron_ore_cargo.png 150 90 09 65 64 -31 -34 3743 sprites/graphics/iron_ore_cargo.png 150 170 09 65 64 -8 -46 3744 sprites/graphics/iron_ore_cargo.png 80 90 09 65 64 -31 -34 3745 sprites/graphics/iron_ore_cargo.png 80 170 09 65 64 -54 -46 3746 sprites/graphics/iron_ore_cargo.png 220 90 09 65 64 -31 -34 3747 sprites/graphics/iron_ore_cargo.png 220 170 09 65 64 -8 -46 3748 * 9 02 04 00 01 01 \w0 \w1 3749 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3750 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3751 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3752 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3753 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3754 * 23 02 04 A7 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3755 * 18 02 04 A7 81 1A 20 00 \2sto 1A 00 00 01 A7 00 00 00 A7 00 # 745 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3756 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3757 sprites/graphics/wood_cargo.png 10 90 09 65 64 -31 -34 3758 sprites/graphics/wood_cargo.png 10 170 09 65 64 -54 -46 3759 sprites/graphics/wood_cargo.png 150 90 09 65 64 -31 -34 3760 sprites/graphics/wood_cargo.png 150 170 09 65 64 -8 -46 3761 sprites/graphics/wood_cargo.png 80 90 09 65 64 -31 -34 3762 sprites/graphics/wood_cargo.png 80 170 09 65 64 -54 -46 3763 sprites/graphics/wood_cargo.png 220 90 09 65 64 -31 -34 3764 sprites/graphics/wood_cargo.png 220 170 09 65 64 -8 -46 3765 * 9 02 04 00 01 01 \w0 \w1 3766 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3767 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3768 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3769 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3770 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3771 * 23 02 04 A8 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3772 * 18 02 04 A8 81 1A 20 00 \2sto 1A 00 00 01 A8 00 00 00 A8 00 # 749 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3773 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3774 sprites/graphics/barrels_cargo.png 10 90 09 65 64 -31 -34 3775 sprites/graphics/barrels_cargo.png 10 170 09 65 64 -54 -46 3776 sprites/graphics/barrels_cargo.png 150 90 09 65 64 -31 -34 3777 sprites/graphics/barrels_cargo.png 150 170 09 65 64 -8 -46 3778 sprites/graphics/barrels_cargo.png 80 90 09 65 64 -31 -34 3779 sprites/graphics/barrels_cargo.png 80 170 09 65 64 -54 -46 3780 sprites/graphics/barrels_cargo.png 220 90 09 65 64 -31 -34 3781 sprites/graphics/barrels_cargo.png 220 170 09 65 64 -8 -46 3782 * 9 02 04 00 01 01 \w0 \w1 3783 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3784 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3785 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3786 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3787 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3788 * 23 02 04 A9 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3789 * 18 02 04 A9 81 1A 20 00 \2sto 1A 00 00 01 A9 00 00 00 A9 00 # 753 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3790 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3791 sprites/graphics/metal_cargo.png 10 90 09 65 64 -31 -34 3792 sprites/graphics/metal_cargo.png 10 170 09 65 64 -54 -46 3793 sprites/graphics/metal_cargo.png 150 90 09 65 64 -31 -34 3794 sprites/graphics/metal_cargo.png 150 170 09 65 64 -8 -46 3795 sprites/graphics/metal_cargo.png 80 90 09 65 64 -31 -34 3796 sprites/graphics/metal_cargo.png 80 170 09 65 64 -54 -46 3797 sprites/graphics/metal_cargo.png 220 90 09 65 64 -31 -34 3798 sprites/graphics/metal_cargo.png 220 170 09 65 64 -8 -46 3799 * 9 02 04 00 01 01 \w0 \w1 3800 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3801 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3802 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3803 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3804 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3805 * 23 02 04 AA 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3806 * 18 02 04 AA 81 1A 20 00 \2sto 1A 00 00 01 AA 00 00 00 AA 00 # 757 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3807 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3808 sprites/graphics/fruit_vegetable_cargo.png 10 90 09 65 64 -31 -34 3809 sprites/graphics/fruit_vegetable_cargo.png 10 170 09 65 64 -54 -46 3810 sprites/graphics/fruit_vegetable_cargo.png 150 90 09 65 64 -31 -34 3811 sprites/graphics/fruit_vegetable_cargo.png 150 170 09 65 64 -8 -46 3812 sprites/graphics/fruit_vegetable_cargo.png 80 90 09 65 64 -31 -34 3813 sprites/graphics/fruit_vegetable_cargo.png 80 170 09 65 64 -54 -46 3814 sprites/graphics/fruit_vegetable_cargo.png 220 90 09 65 64 -31 -34 3815 sprites/graphics/fruit_vegetable_cargo.png 220 170 09 65 64 -8 -46 3816 * 9 02 04 00 01 01 \w0 \w1 3817 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3818 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3819 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3820 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3821 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3822 * 23 02 04 AB 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3823 * 18 02 04 AB 81 1A 20 00 \2sto 1A 00 00 01 AB 00 00 00 AB 00 # 761 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3824 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3825 sprites/graphics/barrels_bare_metal_cargo.png 10 90 09 65 64 -31 -34 3826 sprites/graphics/barrels_bare_metal_cargo.png 10 170 09 65 64 -54 -46 3827 sprites/graphics/barrels_bare_metal_cargo.png 150 90 09 65 64 -31 -34 3828 sprites/graphics/barrels_bare_metal_cargo.png 150 170 09 65 64 -8 -46 3829 sprites/graphics/barrels_bare_metal_cargo.png 80 90 09 65 64 -31 -34 3830 sprites/graphics/barrels_bare_metal_cargo.png 80 170 09 65 64 -54 -46 3831 sprites/graphics/barrels_bare_metal_cargo.png 220 90 09 65 64 -31 -34 3832 sprites/graphics/barrels_bare_metal_cargo.png 220 170 09 65 64 -8 -46 3833 * 9 02 04 00 01 01 \w0 \w1 3834 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3835 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3836 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3837 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3838 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3839 * 23 02 04 AC 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3840 * 18 02 04 AC 81 1A 20 00 \2sto 1A 00 00 01 AC 00 00 00 AC 00 # 765 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3841 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3842 sprites/graphics/alcohol_cargo.png 10 90 09 65 64 -31 -34 3843 sprites/graphics/alcohol_cargo.png 10 170 09 65 64 -54 -46 3844 sprites/graphics/alcohol_cargo.png 150 90 09 65 64 -31 -34 3845 sprites/graphics/alcohol_cargo.png 150 170 09 65 64 -8 -46 3846 sprites/graphics/alcohol_cargo.png 80 90 09 65 64 -31 -34 3847 sprites/graphics/alcohol_cargo.png 80 170 09 65 64 -54 -46 3848 sprites/graphics/alcohol_cargo.png 220 90 09 65 64 -31 -34 3849 sprites/graphics/alcohol_cargo.png 220 170 09 65 64 -8 -46 3850 * 9 02 04 00 01 01 \w0 \w1 3851 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3852 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3853 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3854 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3855 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3856 * 23 02 04 AD 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3857 * 18 02 04 AD 81 1A 20 00 \2sto 1A 00 00 01 AD 00 00 00 AD 00 # 769 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3858 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3859 sprites/graphics/crates_white_cargo.png 10 90 09 65 64 -31 -34 3860 sprites/graphics/crates_white_cargo.png 10 170 09 65 64 -54 -46 3861 sprites/graphics/crates_white_cargo.png 150 90 09 65 64 -31 -34 3862 sprites/graphics/crates_white_cargo.png 150 170 09 65 64 -8 -46 3863 sprites/graphics/crates_white_cargo.png 80 90 09 65 64 -31 -34 3864 sprites/graphics/crates_white_cargo.png 80 170 09 65 64 -54 -46 3865 sprites/graphics/crates_white_cargo.png 220 90 09 65 64 -31 -34 3866 sprites/graphics/crates_white_cargo.png 220 170 09 65 64 -8 -46 3867 * 9 02 04 00 01 01 \w0 \w1 3868 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3869 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3870 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3871 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3872 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3873 * 23 02 04 AE 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3874 * 18 02 04 AE 81 1A 20 00 \2sto 1A 00 00 01 AE 00 00 00 AE 00 # 773 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3875 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3876 sprites/graphics/bauxite_cargo.png 10 90 09 65 64 -31 -34 3877 sprites/graphics/bauxite_cargo.png 10 170 09 65 64 -54 -46 3878 sprites/graphics/bauxite_cargo.png 150 90 09 65 64 -31 -34 3879 sprites/graphics/bauxite_cargo.png 150 170 09 65 64 -8 -46 3880 sprites/graphics/bauxite_cargo.png 80 90 09 65 64 -31 -34 3881 sprites/graphics/bauxite_cargo.png 80 170 09 65 64 -54 -46 3882 sprites/graphics/bauxite_cargo.png 220 90 09 65 64 -31 -34 3883 sprites/graphics/bauxite_cargo.png 220 170 09 65 64 -8 -46 3884 * 9 02 04 00 01 01 \w0 \w1 3885 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3886 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3887 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3888 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3889 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3890 * 23 02 04 AF 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3891 * 18 02 04 AF 81 1A 20 00 \2sto 1A 00 00 01 AF 00 00 00 AF 00 # 777 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3892 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3893 sprites/graphics/copper_ore_cargo.png 10 90 09 65 64 -31 -34 3894 sprites/graphics/copper_ore_cargo.png 10 170 09 65 64 -54 -46 3895 sprites/graphics/copper_ore_cargo.png 150 90 09 65 64 -31 -34 3896 sprites/graphics/copper_ore_cargo.png 150 170 09 65 64 -8 -46 3897 sprites/graphics/copper_ore_cargo.png 80 90 09 65 64 -31 -34 3898 sprites/graphics/copper_ore_cargo.png 80 170 09 65 64 -54 -46 3899 sprites/graphics/copper_ore_cargo.png 220 90 09 65 64 -31 -34 3900 sprites/graphics/copper_ore_cargo.png 220 170 09 65 64 -8 -46 3901 * 9 02 04 00 01 01 \w0 \w1 3902 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3903 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3904 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3905 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3906 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3907 * 23 02 04 C0 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3908 * 18 02 04 C0 81 1A 20 00 \2sto 1A 00 00 01 C0 00 00 00 C0 00 # 781 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3909 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3910 sprites/graphics/rubber_cargo.png 10 90 09 65 64 -31 -34 3911 sprites/graphics/rubber_cargo.png 10 170 09 65 64 -54 -46 3912 sprites/graphics/rubber_cargo.png 150 90 09 65 64 -31 -34 3913 sprites/graphics/rubber_cargo.png 150 170 09 65 64 -8 -46 3914 sprites/graphics/rubber_cargo.png 80 90 09 65 64 -31 -34 3915 sprites/graphics/rubber_cargo.png 80 170 09 65 64 -54 -46 3916 sprites/graphics/rubber_cargo.png 220 90 09 65 64 -31 -34 3917 sprites/graphics/rubber_cargo.png 220 170 09 65 64 -8 -46 3918 * 9 02 04 00 01 01 \w0 \w1 3919 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3920 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3921 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3922 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3923 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3924 * 23 02 04 C1 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3925 * 18 02 04 C1 81 1A 20 00 \2sto 1A 00 00 01 C1 00 00 00 C1 00 # 785 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3926 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3927 sprites/graphics/sugar_cargo.png 10 90 09 65 64 -31 -34 3928 sprites/graphics/sugar_cargo.png 10 170 09 65 64 -54 -46 3929 sprites/graphics/sugar_cargo.png 150 90 09 65 64 -31 -34 3930 sprites/graphics/sugar_cargo.png 150 170 09 65 64 -8 -46 3931 sprites/graphics/sugar_cargo.png 80 90 09 65 64 -31 -34 3932 sprites/graphics/sugar_cargo.png 80 170 09 65 64 -54 -46 3933 sprites/graphics/sugar_cargo.png 220 90 09 65 64 -31 -34 3934 sprites/graphics/sugar_cargo.png 220 170 09 65 64 -8 -46 3935 * 9 02 04 00 01 01 \w0 \w1 3936 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3937 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3938 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3939 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3940 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3941 * 23 02 04 C2 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3942 * 18 02 04 C2 81 1A 20 00 \2sto 1A 00 00 01 C2 00 00 00 C2 00 # 789 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3943 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3944 sprites/graphics/coffee_cargo.png 10 90 09 65 64 -31 -34 3945 sprites/graphics/coffee_cargo.png 10 170 09 65 64 -54 -46 3946 sprites/graphics/coffee_cargo.png 150 90 09 65 64 -31 -34 3947 sprites/graphics/coffee_cargo.png 150 170 09 65 64 -8 -46 3948 sprites/graphics/coffee_cargo.png 80 90 09 65 64 -31 -34 3949 sprites/graphics/coffee_cargo.png 80 170 09 65 64 -54 -46 3950 sprites/graphics/coffee_cargo.png 220 90 09 65 64 -31 -34 3951 sprites/graphics/coffee_cargo.png 220 170 09 65 64 -8 -46 3952 * 9 02 04 00 01 01 \w0 \w1 3953 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3954 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3955 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3956 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3957 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3958 * 23 02 04 C3 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3959 * 18 02 04 C3 81 1A 20 00 \2sto 1A 00 00 01 C3 00 00 00 C3 00 # 793 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3960 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3961 sprites/graphics/sugarcane_cargo.png 10 90 09 65 64 -31 -34 3962 sprites/graphics/sugarcane_cargo.png 10 170 09 65 64 -54 -46 3963 sprites/graphics/sugarcane_cargo.png 150 90 09 65 64 -31 -34 3964 sprites/graphics/sugarcane_cargo.png 150 170 09 65 64 -8 -46 3965 sprites/graphics/sugarcane_cargo.png 80 90 09 65 64 -31 -34 3966 sprites/graphics/sugarcane_cargo.png 80 170 09 65 64 -54 -46 3967 sprites/graphics/sugarcane_cargo.png 220 90 09 65 64 -31 -34 3968 sprites/graphics/sugarcane_cargo.png 220 170 09 65 64 -8 -46 3969 * 9 02 04 00 01 01 \w0 \w1 3970 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3971 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3972 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3973 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3974 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3975 * 23 02 04 C4 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3976 * 18 02 04 C4 81 1A 20 00 \2sto 1A 00 00 01 C4 00 00 00 C4 00 # 797 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3977 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3978 sprites/graphics/nitrates_cargo.png 10 90 09 65 64 -31 -34 3979 sprites/graphics/nitrates_cargo.png 10 170 09 65 64 -54 -46 3980 sprites/graphics/nitrates_cargo.png 150 90 09 65 64 -31 -34 3981 sprites/graphics/nitrates_cargo.png 150 170 09 65 64 -8 -46 3982 sprites/graphics/nitrates_cargo.png 80 90 09 65 64 -31 -34 3983 sprites/graphics/nitrates_cargo.png 80 170 09 65 64 -54 -46 3984 sprites/graphics/nitrates_cargo.png 220 90 09 65 64 -31 -34 3985 sprites/graphics/nitrates_cargo.png 220 170 09 65 64 -8 -46 3986 * 9 02 04 00 01 01 \w0 \w1 3987 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 3988 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 3989 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 3990 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 3991 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 3992 * 23 02 04 C5 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 3993 * 18 02 04 C5 81 1A 20 00 \2sto 1A 00 00 01 C5 00 00 00 C5 00 # 801 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 3994 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 3995 sprites/graphics/sugar_beet_cargo.png 10 90 09 65 64 -31 -34 3996 sprites/graphics/sugar_beet_cargo.png 10 170 09 65 64 -54 -46 3997 sprites/graphics/sugar_beet_cargo.png 150 90 09 65 64 -31 -34 3998 sprites/graphics/sugar_beet_cargo.png 150 170 09 65 64 -8 -46 3999 sprites/graphics/sugar_beet_cargo.png 80 90 09 65 64 -31 -34 4000 sprites/graphics/sugar_beet_cargo.png 80 170 09 65 64 -54 -46 4001 sprites/graphics/sugar_beet_cargo.png 220 90 09 65 64 -31 -34 4002 sprites/graphics/sugar_beet_cargo.png 220 170 09 65 64 -8 -46 4003 * 9 02 04 00 01 01 \w0 \w1 4004 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4005 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4006 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4007 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4008 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4009 * 23 02 04 C6 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4010 * 18 02 04 C6 81 1A 20 00 \2sto 1A 00 00 01 C6 00 00 00 C6 00 # 805 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4011 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4012 sprites/graphics/paper_cargo.png 10 90 09 65 64 -31 -34 4013 sprites/graphics/paper_cargo.png 10 170 09 65 64 -54 -46 4014 sprites/graphics/paper_cargo.png 150 90 09 65 64 -31 -34 4015 sprites/graphics/paper_cargo.png 150 170 09 65 64 -8 -46 4016 sprites/graphics/paper_cargo.png 80 90 09 65 64 -31 -34 4017 sprites/graphics/paper_cargo.png 80 170 09 65 64 -54 -46 4018 sprites/graphics/paper_cargo.png 220 90 09 65 64 -31 -34 4019 sprites/graphics/paper_cargo.png 220 170 09 65 64 -8 -46 4020 * 9 02 04 00 01 01 \w0 \w1 4021 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4022 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4023 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4024 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4025 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4026 * 23 02 04 C7 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4027 * 18 02 04 C7 81 1A 20 00 \2sto 1A 00 00 01 C7 00 00 00 C7 00 # 809 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4028 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4029 sprites/graphics/pyrite_ore_cargo.png 10 90 09 65 64 -31 -34 4030 sprites/graphics/pyrite_ore_cargo.png 10 170 09 65 64 -54 -46 4031 sprites/graphics/pyrite_ore_cargo.png 150 90 09 65 64 -31 -34 4032 sprites/graphics/pyrite_ore_cargo.png 150 170 09 65 64 -8 -46 4033 sprites/graphics/pyrite_ore_cargo.png 80 90 09 65 64 -31 -34 4034 sprites/graphics/pyrite_ore_cargo.png 80 170 09 65 64 -54 -46 4035 sprites/graphics/pyrite_ore_cargo.png 220 90 09 65 64 -31 -34 4036 sprites/graphics/pyrite_ore_cargo.png 220 170 09 65 64 -8 -46 4037 * 9 02 04 00 01 01 \w0 \w1 4038 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4039 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4040 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4041 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4042 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4043 * 23 02 04 C8 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4044 * 18 02 04 C8 81 1A 20 00 \2sto 1A 00 00 01 C8 00 00 00 C8 00 # 813 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4045 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4046 sprites/graphics/phosphate_cargo.png 10 90 09 65 64 -31 -34 4047 sprites/graphics/phosphate_cargo.png 10 170 09 65 64 -54 -46 4048 sprites/graphics/phosphate_cargo.png 150 90 09 65 64 -31 -34 4049 sprites/graphics/phosphate_cargo.png 150 170 09 65 64 -8 -46 4050 sprites/graphics/phosphate_cargo.png 80 90 09 65 64 -31 -34 4051 sprites/graphics/phosphate_cargo.png 80 170 09 65 64 -54 -46 4052 sprites/graphics/phosphate_cargo.png 220 90 09 65 64 -31 -34 4053 sprites/graphics/phosphate_cargo.png 220 170 09 65 64 -8 -46 4054 * 9 02 04 00 01 01 \w0 \w1 4055 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4056 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4057 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4058 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4059 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4060 * 23 02 04 C9 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4061 * 18 02 04 C9 81 1A 20 00 \2sto 1A 00 00 01 C9 00 00 00 C9 00 # 817 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4062 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4063 sprites/graphics/manganese_ore_cargo.png 10 90 09 65 64 -31 -34 4064 sprites/graphics/manganese_ore_cargo.png 10 170 09 65 64 -54 -46 4065 sprites/graphics/manganese_ore_cargo.png 150 90 09 65 64 -31 -34 4066 sprites/graphics/manganese_ore_cargo.png 150 170 09 65 64 -8 -46 4067 sprites/graphics/manganese_ore_cargo.png 80 90 09 65 64 -31 -34 4068 sprites/graphics/manganese_ore_cargo.png 80 170 09 65 64 -54 -46 4069 sprites/graphics/manganese_ore_cargo.png 220 90 09 65 64 -31 -34 4070 sprites/graphics/manganese_ore_cargo.png 220 170 09 65 64 -8 -46 4071 * 9 02 04 00 01 01 \w0 \w1 4072 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4073 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4074 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4075 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4076 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4077 * 23 02 04 CA 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4078 * 18 02 04 CA 81 1A 20 00 \2sto 1A 00 00 01 CA 00 00 00 CA 00 # 821 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4079 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4080 sprites/graphics/vehicles_cargo.png 10 90 09 65 64 -31 -34 4081 sprites/graphics/vehicles_cargo.png 10 170 09 65 64 -54 -46 4082 sprites/graphics/vehicles_cargo.png 150 90 09 65 64 -31 -34 4083 sprites/graphics/vehicles_cargo.png 150 170 09 65 64 -8 -46 4084 sprites/graphics/vehicles_cargo.png 80 90 09 65 64 -31 -34 4085 sprites/graphics/vehicles_cargo.png 80 170 09 65 64 -54 -46 4086 sprites/graphics/vehicles_cargo.png 220 90 09 65 64 -31 -34 4087 sprites/graphics/vehicles_cargo.png 220 170 09 65 64 -8 -46 4088 * 9 02 04 00 01 01 \w0 \w1 4089 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4090 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4091 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4092 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4093 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4094 * 23 02 04 CB 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4095 * 18 02 04 CB 81 1A 20 00 \2sto 1A 00 00 01 CB 00 00 00 CB 00 # 825 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4096 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4097 sprites/graphics/nuts_cargo.png 10 90 09 65 64 -31 -34 4098 sprites/graphics/nuts_cargo.png 10 170 09 65 64 -54 -46 4099 sprites/graphics/nuts_cargo.png 150 90 09 65 64 -31 -34 4100 sprites/graphics/nuts_cargo.png 150 170 09 65 64 -8 -46 4101 sprites/graphics/nuts_cargo.png 80 90 09 65 64 -31 -34 4102 sprites/graphics/nuts_cargo.png 80 170 09 65 64 -54 -46 4103 sprites/graphics/nuts_cargo.png 220 90 09 65 64 -31 -34 4104 sprites/graphics/nuts_cargo.png 220 170 09 65 64 -8 -46 4105 * 9 02 04 00 01 01 \w0 \w1 4106 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4107 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4108 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4109 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4110 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4111 * 23 02 04 CC 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4112 * 18 02 04 CC 81 1A 20 00 \2sto 1A 00 00 01 CC 00 00 00 CC 00 # 829 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4113 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4114 sprites/graphics/cassava_cargo.png 10 90 09 65 64 -31 -34 4115 sprites/graphics/cassava_cargo.png 10 170 09 65 64 -54 -46 4116 sprites/graphics/cassava_cargo.png 150 90 09 65 64 -31 -34 4117 sprites/graphics/cassava_cargo.png 150 170 09 65 64 -8 -46 4118 sprites/graphics/cassava_cargo.png 80 90 09 65 64 -31 -34 4119 sprites/graphics/cassava_cargo.png 80 170 09 65 64 -54 -46 4120 sprites/graphics/cassava_cargo.png 220 90 09 65 64 -31 -34 4121 sprites/graphics/cassava_cargo.png 220 170 09 65 64 -8 -46 4122 * 9 02 04 00 01 01 \w0 \w1 4123 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4124 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4125 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4126 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4127 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4128 * 23 02 04 CD 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4129 * 18 02 04 CD 81 1A 20 00 \2sto 1A 00 00 01 CD 00 00 00 CD 00 # 833 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4130 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4131 sprites/graphics/copper_cargo.png 10 90 09 65 64 -31 -34 4132 sprites/graphics/copper_cargo.png 10 170 09 65 64 -54 -46 4133 sprites/graphics/copper_cargo.png 150 90 09 65 64 -31 -34 4134 sprites/graphics/copper_cargo.png 150 170 09 65 64 -8 -46 4135 sprites/graphics/copper_cargo.png 80 90 09 65 64 -31 -34 4136 sprites/graphics/copper_cargo.png 80 170 09 65 64 -54 -46 4137 sprites/graphics/copper_cargo.png 220 90 09 65 64 -31 -34 4138 sprites/graphics/copper_cargo.png 220 170 09 65 64 -8 -46 4139 * 9 02 04 00 01 01 \w0 \w1 4140 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4141 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4142 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4143 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4144 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4145 * 23 02 04 CE 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4146 * 18 02 04 CE 81 1A 20 00 \2sto 1A 00 00 01 CE 00 00 00 CE 00 # 837 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4147 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4148 sprites/graphics/slag_cargo.png 10 90 09 65 64 -31 -34 4149 sprites/graphics/slag_cargo.png 10 170 09 65 64 -54 -46 4150 sprites/graphics/slag_cargo.png 150 90 09 65 64 -31 -34 4151 sprites/graphics/slag_cargo.png 150 170 09 65 64 -8 -46 4152 sprites/graphics/slag_cargo.png 80 90 09 65 64 -31 -34 4153 sprites/graphics/slag_cargo.png 80 170 09 65 64 -54 -46 4154 sprites/graphics/slag_cargo.png 220 90 09 65 64 -31 -34 4155 sprites/graphics/slag_cargo.png 220 170 09 65 64 -8 -46 4156 * 9 02 04 00 01 01 \w0 \w1 4157 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4158 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4159 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4160 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4161 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4162 * 23 02 04 CF 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4163 * 18 02 04 CF 81 1A 20 00 \2sto 1A 00 00 01 CF 00 00 00 CF 00 # 841 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4164 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4165 sprites/graphics/pipe_cargo.png 10 90 09 65 64 -31 -34 4166 sprites/graphics/pipe_cargo.png 10 170 09 65 64 -54 -46 4167 sprites/graphics/pipe_cargo.png 150 90 09 65 64 -31 -34 4168 sprites/graphics/pipe_cargo.png 150 170 09 65 64 -8 -46 4169 sprites/graphics/pipe_cargo.png 80 90 09 65 64 -31 -34 4170 sprites/graphics/pipe_cargo.png 80 170 09 65 64 -54 -46 4171 sprites/graphics/pipe_cargo.png 220 90 09 65 64 -31 -34 4172 sprites/graphics/pipe_cargo.png 220 170 09 65 64 -8 -46 4173 * 9 02 04 00 01 01 \w0 \w1 4174 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4175 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4176 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4177 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4178 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4179 * 23 02 04 D0 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4180 * 18 02 04 D0 81 1A 20 00 \2sto 1A 00 00 01 D0 00 00 00 D0 00 # 845 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4181 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4182 sprites/graphics/sulphur_cargo.png 10 90 09 65 64 -31 -34 4183 sprites/graphics/sulphur_cargo.png 10 170 09 65 64 -54 -46 4184 sprites/graphics/sulphur_cargo.png 150 90 09 65 64 -31 -34 4185 sprites/graphics/sulphur_cargo.png 150 170 09 65 64 -8 -46 4186 sprites/graphics/sulphur_cargo.png 80 90 09 65 64 -31 -34 4187 sprites/graphics/sulphur_cargo.png 80 170 09 65 64 -54 -46 4188 sprites/graphics/sulphur_cargo.png 220 90 09 65 64 -31 -34 4189 sprites/graphics/sulphur_cargo.png 220 170 09 65 64 -8 -46 4190 * 9 02 04 00 01 01 \w0 \w1 4191 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4192 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4193 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4194 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4195 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4196 * 23 02 04 D1 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4197 * 18 02 04 D1 81 1A 20 00 \2sto 1A 00 00 01 D1 00 00 00 D1 00 # 849 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4198 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4199 sprites/graphics/soda_ash_cargo.png 10 90 09 65 64 -31 -34 4200 sprites/graphics/soda_ash_cargo.png 10 170 09 65 64 -54 -46 4201 sprites/graphics/soda_ash_cargo.png 150 90 09 65 64 -31 -34 4202 sprites/graphics/soda_ash_cargo.png 150 170 09 65 64 -8 -46 4203 sprites/graphics/soda_ash_cargo.png 80 90 09 65 64 -31 -34 4204 sprites/graphics/soda_ash_cargo.png 80 170 09 65 64 -54 -46 4205 sprites/graphics/soda_ash_cargo.png 220 90 09 65 64 -31 -34 4206 sprites/graphics/soda_ash_cargo.png 220 170 09 65 64 -8 -46 4207 * 9 02 04 00 01 01 \w0 \w1 4208 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4209 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4210 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4211 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4212 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4213 * 23 02 04 D2 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4214 * 18 02 04 D2 81 1A 20 00 \2sto 1A 00 00 01 D2 00 00 00 D2 00 # 853 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4215 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4216 sprites/graphics/cement_cargo.png 10 90 09 65 64 -31 -34 4217 sprites/graphics/cement_cargo.png 10 170 09 65 64 -54 -46 4218 sprites/graphics/cement_cargo.png 150 90 09 65 64 -31 -34 4219 sprites/graphics/cement_cargo.png 150 170 09 65 64 -8 -46 4220 sprites/graphics/cement_cargo.png 80 90 09 65 64 -31 -34 4221 sprites/graphics/cement_cargo.png 80 170 09 65 64 -54 -46 4222 sprites/graphics/cement_cargo.png 220 90 09 65 64 -31 -34 4223 sprites/graphics/cement_cargo.png 220 170 09 65 64 -8 -46 4224 * 9 02 04 00 01 01 \w0 \w1 4225 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4226 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4227 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4228 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4229 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4230 * 23 02 04 D3 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4231 * 18 02 04 D3 81 1A 20 00 \2sto 1A 00 00 01 D3 00 00 00 D3 00 # 857 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4232 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4233 sprites/graphics/vehicle_bodies_cargo.png 10 90 09 65 64 -31 -34 4234 sprites/graphics/vehicle_bodies_cargo.png 10 170 09 65 64 -54 -46 4235 sprites/graphics/vehicle_bodies_cargo.png 150 90 09 65 64 -31 -34 4236 sprites/graphics/vehicle_bodies_cargo.png 150 170 09 65 64 -8 -46 4237 sprites/graphics/vehicle_bodies_cargo.png 80 90 09 65 64 -31 -34 4238 sprites/graphics/vehicle_bodies_cargo.png 80 170 09 65 64 -54 -46 4239 sprites/graphics/vehicle_bodies_cargo.png 220 90 09 65 64 -31 -34 4240 sprites/graphics/vehicle_bodies_cargo.png 220 170 09 65 64 -8 -46 4241 * 9 02 04 00 01 01 \w0 \w1 4242 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4243 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4244 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4245 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4246 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4247 * 23 02 04 D4 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4248 * 18 02 04 D4 81 1A 20 00 \2sto 1A 00 00 01 D4 00 00 00 D4 00 # 861 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4249 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4250 sprites/graphics/peat_cargo.png 10 90 09 65 64 -31 -34 4251 sprites/graphics/peat_cargo.png 10 170 09 65 64 -54 -46 4252 sprites/graphics/peat_cargo.png 150 90 09 65 64 -31 -34 4253 sprites/graphics/peat_cargo.png 150 170 09 65 64 -8 -46 4254 sprites/graphics/peat_cargo.png 80 90 09 65 64 -31 -34 4255 sprites/graphics/peat_cargo.png 80 170 09 65 64 -54 -46 4256 sprites/graphics/peat_cargo.png 220 90 09 65 64 -31 -34 4257 sprites/graphics/peat_cargo.png 220 170 09 65 64 -8 -46 4258 * 9 02 04 00 01 01 \w0 \w1 4259 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4260 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4261 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4262 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4263 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4264 * 23 02 04 D5 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4265 * 18 02 04 D5 81 1A 20 00 \2sto 1A 00 00 01 D5 00 00 00 D5 00 # 865 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4266 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4267 sprites/graphics/kaolin_cargo.png 10 90 09 65 64 -31 -34 4268 sprites/graphics/kaolin_cargo.png 10 170 09 65 64 -54 -46 4269 sprites/graphics/kaolin_cargo.png 150 90 09 65 64 -31 -34 4270 sprites/graphics/kaolin_cargo.png 150 170 09 65 64 -8 -46 4271 sprites/graphics/kaolin_cargo.png 80 90 09 65 64 -31 -34 4272 sprites/graphics/kaolin_cargo.png 80 170 09 65 64 -54 -46 4273 sprites/graphics/kaolin_cargo.png 220 90 09 65 64 -31 -34 4274 sprites/graphics/kaolin_cargo.png 220 170 09 65 64 -8 -46 4275 * 9 02 04 00 01 01 \w0 \w1 4276 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4277 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4278 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4279 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4280 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4281 * 23 02 04 D6 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4282 * 18 02 04 D6 81 1A 20 00 \2sto 1A 00 00 01 D6 00 00 00 D6 00 # 869 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_track_tile_1_cargo.tnfo" 1 //Tile action 1 4283 * 4 01 04 \b2 \b4 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4284 sprites/graphics/limestone_cargo.png 10 90 09 65 64 -31 -34 4285 sprites/graphics/limestone_cargo.png 10 170 09 65 64 -54 -46 4286 sprites/graphics/limestone_cargo.png 150 90 09 65 64 -31 -34 4287 sprites/graphics/limestone_cargo.png 150 170 09 65 64 -8 -46 4288 sprites/graphics/limestone_cargo.png 80 90 09 65 64 -31 -34 4289 sprites/graphics/limestone_cargo.png 80 170 09 65 64 -54 -46 4290 sprites/graphics/limestone_cargo.png 220 90 09 65 64 -31 -34 4291 sprites/graphics/limestone_cargo.png 220 170 09 65 64 -8 -46 4292 * 9 02 04 00 01 01 \w0 \w1 4293 * 18 02 04 80 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8008 // no crane 4294 * 14 02 04 80 81 // check for crane 49 10 0F // total platform length \b1 \wx8008 00 04 // for platforms <= length 4, no crane \wx80 4295 * 22 02 04 80 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx80 4296 * 22 02 04 80 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx80 // no building at south, maybe at north end? 4297 * 22 02 04 80 81 45 00 03 \b3 \wx800A 01 01 // buffer at north end \wx800C 02 02 // buffer at south end \wx800E 00 00 // buffer at both north and south \wx80 // no buffers, maybe a building? 4298 * 23 02 04 D7 85 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx80 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4299 * 18 02 04 D7 81 1A 20 00 \2sto 1A 00 00 01 D7 00 00 00 D7 00 # 873 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 4300 * 18 02 04 20 81 // check for crane 49 20 0F \2- 49 04 0F \b1 \wx40 00 01 // tile is in the middle of the platform, build crane \wx8000 // no crane 4301 * 14 02 04 20 81 // check for crane 49 10 0F // total platform length \b1 \wx8000 00 04 // for platforms <= length 4, no crane \wx20 4302 * 22 02 04 20 81 // check if we should show a building at the north end 49 20 0F \2| 49 04 10 \b2 \wx8016 00 00 \wx8012 10 10 \wx20 4303 * 22 02 04 20 81 // check if we should show a building at the south end 49 23 1E \2| 49 08 01 \b2 \wx8014 00 00 \wx8010 01 01 \wx20 // no building at south, maybe at north end? 4304 * 22 02 04 20 81 45 00 03 \b3 \wx8002 01 01 // buffer at north end \wx8004 02 02 // buffer at south end \wx8006 00 00 // buffer at both north and south \wx20 // no buffers, maybe some building 4305 * 17 02 04 B0 85 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx20 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4306 * 18 02 04 B0 81 1A 20 00 \2sto 1A 00 00 01 \wxB0 00 00 \wxB0 4307 * 23 02 04 B1 85 // Menu graphics 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx8000 \wx14 \wx14 \wx00 // Set temp register 0 to 0 4308 * 18 02 04 B1 81 1A 20 00 \2sto 1A 00 00 01 \wxB1 00 00 \wxB1 // Action 3 # 1 "sprites/nfo/tiles/../templates/simple_action_3.tnfo" 1 // byte is index in cargotable, word is THIS_SET_ID define above 4309 * 208 03 04 01 08 \b67 00 \wxA0 // cargo: WDPR 01 \wxA1 // cargo: SCRP 03 \wxA8 // cargo: WOOD 05 \wxAA // cargo: STEL 07 \wxA2 // cargo: BRCK 08 \wxA2 // cargo: FICR 0C \wxAB // cargo: FRUT 0D \wxAB // cargo: FRVG 0E \wxAE // cargo: FOOD 0F \wxA2 // cargo: FICR 10 \wxC1 // cargo: RUBR 11 \wxA9 // cargo: RFPR 12 \wxA9 // cargo: PETR 13 \wxA9 // cargo: OIL_ 14 \wxA2 // cargo: GOOD 16 \wxAC // cargo: MILK 17 \wxA6 // cargo: COAL 18 \wxA7 // cargo: IORE 19 \wxAF // cargo: AORE 1A \wxA5 // cargo: CLAY 1B \wxA3 // cargo: GRVL 1C \wxA4 // cargo: SAND 1E \wxC6 // cargo: SGBT 20 \wxC0 // cargo: CORE 29 \wxC2 // cargo: CORE 2F \wxA2 // cargo: FMSP 30 \wxA2 // cargo: ENSP 31 \wxA2 // cargo: MNSP 34 \wxAD // cargo: BEER 35 \wxA2 // cargo: BDMT 36 \wxAE // cargo: FISH 37 \wxA2 // cargo: VALU 38 \wxA2 // cargo: DIAM 39 \wxA2 // cargo: GOLD 3A \wxC3 // cargo: JAVA 3B \wxC4 // cargo: SGCN 3C \wxA2 // cargo: VPTS 3D \wxAB // cargo: BEAN 3E \wxC5 // cargo: NITR 27 \wxC7 // cargo: PAPR 3F \wxC8 // cargo: PORE 40 \wxC9 // cargo: PHOS 41 \wxCA // cargo: MNO2 42 \wxCB // cargo: VEHI 43 \wxAC // cargo: EOIL 44 \wxCC // cargo: NUTS 45 \wxCD // cargo: CASS 46 \wxCE // cargo: COPR 47 \wxAA // cargo: NICK 48 \wxA6 // cargo: COKE 49 \wxAA // cargo: METL 4A \wxCF // cargo: SLAG 4B \wxAA // cargo: IRON 4C \wxAC // cargo: QLME 4D \wxA2 // cargo: BOOM 4E \wxD0 // cargo: PIPE 4F \wxD1 // cargo: SULP 50 \wxD2 // cargo: SASH 51 \wxD3 // cargo: CMNT 52 \wxD4 // cargo: VBOD 53 \wxC9 // cargo: POTA 54 \wxAA // cargo: ZINC 55 \wxD5 // cargo: PEAT 56 \wxD6 // cargo: KAOL 57 \wxD7 // cargo: LIME 58 \wxD2 // cargo: SALT FF \wx B1 // menu \wxB0 # 944 "sprites/nfo/tiles/../templates/simple_track_tile_1.tnfo" 2 # 9 "sprites/nfo/tiles/slabs.pnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 1 # 13 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 4310 * 119 00 04 \b7 \b1 09 08 "CHPS" // Class ID - groups stations in menu 1A 06 // 6 tiles //Basic layout 40 // Use advanced sprite layout \d1420 \wx0002 00 // One TTD ground sprite without offset for other railtypes 40 // Use advanced sprite layout \d1420 \wx0002 00 // One TTD ground sprite without offset for other railtypes //With building on top 41 // Use advanced sprite layout \d1420 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000042D \wx0000 00 00 00 // x/y/z offset 10 10 10 // x/y/z extend 41 // Use advanced sprite layout \d1420 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000042D \wx0000 00 00 00 // x/y/z offset 10 10 10 // x/y/z extend //Crane 41 // Use advanced sprite layout \d1420 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000842D \wx0000 00 00 00 // x/y/z offset 10 10 20 // x/y/z extend 41 // Use advanced sprite layout \d1420 \wx0002 00 // One TTD ground sprite without offset for other railtypes \dx8000842D \wx0000 00 00 00 // x/y/z offset 10 10 20 // x/y/z extend 0B 03 // callback flags 10 \w500 // little / lots threshold for cargo display 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) 11 00 14 FF # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 4311 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4312 sprites/graphics/cranes.png 10 10 09 65 64 -31 -34 4313 sprites/graphics/cranes.png 80 10 09 65 64 -31 -34 4314 sprites/graphics/cranes.png 150 10 09 65 64 -31 -34 4315 sprites/graphics/cranes.png 220 10 09 65 64 -31 -34 4316 * 7 02 04 00 00 01 \w0 4317 * 7 02 04 01 00 01 \w1 4318 * 7 02 04 02 00 01 \w2 4319 * 7 02 04 03 00 01 \w3 4320 * 15 02 04 A0 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 54 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 4321 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4322 sprites/graphics/forklifts_small.png 10 10 09 65 64 -31 -34 4323 sprites/graphics/forklifts_small.png 80 10 09 65 64 -31 -34 4324 sprites/graphics/forklifts_small.png 150 10 09 65 64 -31 -34 4325 sprites/graphics/forklifts_small.png 220 10 09 65 64 -31 -34 4326 * 7 02 04 00 00 01 \w0 4327 * 7 02 04 01 00 01 \w1 4328 * 7 02 04 02 00 01 \w2 4329 * 7 02 04 03 00 01 \w3 4330 * 15 02 04 A1 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 58 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 4331 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4332 sprites/graphics/trucks_small.png 10 10 09 65 64 -31 -34 4333 sprites/graphics/trucks_small.png 80 10 09 65 64 -31 -34 4334 sprites/graphics/trucks_small.png 150 10 09 65 64 -31 -34 4335 sprites/graphics/trucks_small.png 220 10 09 65 64 -31 -34 4336 * 7 02 04 00 00 01 \w0 4337 * 7 02 04 01 00 01 \w1 4338 * 7 02 04 02 00 01 \w2 4339 * 7 02 04 03 00 01 \w3 4340 * 15 02 04 A2 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 62 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_building.tnfo" 1 //Tile action 1 4341 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4342 sprites/graphics/structures.png 10 10 09 65 64 -31 -34 4343 sprites/graphics/structures.png 80 10 09 65 64 -31 -34 4344 sprites/graphics/structures.png 150 10 09 65 64 -31 -34 4345 sprites/graphics/structures.png 220 10 09 65 64 -31 -34 4346 * 7 02 04 00 00 01 \w0 4347 * 7 02 04 01 00 01 \w1 4348 * 7 02 04 02 00 01 \w2 4349 * 7 02 04 03 00 01 \w3 4350 * 15 02 04 A3 80 00 10 04 \wx00 \wx01 \wx02 \wx03 # 66 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 // semi-random one from the sets above 4351 * 26 02 04 40 81 // 'building' instead of cargo 40 20 03 \2^ 40 08 03 \b3 // num ranges \wxA0 00 00 \wxA1 01 01 \wxA2 02 02 \wxA3 4352 * 17 02 04 40 85 // 'building' instead of cargo 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8004 \wx14 \wx14 // Force correct layout \wx40 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4353 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4354 sprites/graphics/lumber_cargo.png 10 10 09 65 64 -31 -34 4355 sprites/graphics/lumber_cargo.png 80 10 09 65 64 -31 -34 4356 sprites/graphics/lumber_cargo.png 150 10 09 65 64 -31 -34 4357 sprites/graphics/lumber_cargo.png 220 10 09 65 64 -31 -34 4358 * 9 02 04 00 01 01 \w0 \w1 4359 * 9 02 04 01 01 01 \w2 \w3 4360 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4361 * 17 02 04 A0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4362 * 15 02 04 A0 80 00 12 04 A0 00 A0 00 A0 00 \wx40 // Set temp register 0 to 0 4363 * 18 02 04 A0 81 1A 20 00 \2sto 1A 00 00 01 A0 00 00 00 A0 00 # 88 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4364 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4365 sprites/graphics/scrap_metal_cargo.png 10 10 09 65 64 -31 -34 4366 sprites/graphics/scrap_metal_cargo.png 80 10 09 65 64 -31 -34 4367 sprites/graphics/scrap_metal_cargo.png 150 10 09 65 64 -31 -34 4368 sprites/graphics/scrap_metal_cargo.png 220 10 09 65 64 -31 -34 4369 * 9 02 04 00 01 01 \w0 \w1 4370 * 9 02 04 01 01 01 \w2 \w3 4371 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4372 * 17 02 04 A1 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4373 * 15 02 04 A1 80 00 12 04 A1 00 A1 00 A1 00 \wx40 // Set temp register 0 to 0 4374 * 18 02 04 A1 81 1A 20 00 \2sto 1A 00 00 01 A1 00 00 00 A1 00 # 92 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4375 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4376 sprites/graphics/crates_cargo.png 10 10 09 65 64 -31 -34 4377 sprites/graphics/crates_cargo.png 80 10 09 65 64 -31 -34 4378 sprites/graphics/crates_cargo.png 150 10 09 65 64 -31 -34 4379 sprites/graphics/crates_cargo.png 220 10 09 65 64 -31 -34 4380 * 9 02 04 00 01 01 \w0 \w1 4381 * 9 02 04 01 01 01 \w2 \w3 4382 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4383 * 17 02 04 A2 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4384 * 15 02 04 A2 80 00 12 04 A2 00 A2 00 A2 00 \wx40 // Set temp register 0 to 0 4385 * 18 02 04 A2 81 1A 20 00 \2sto 1A 00 00 01 A2 00 00 00 A2 00 # 96 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4386 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4387 sprites/graphics/stone_cargo.png 10 10 09 65 64 -31 -34 4388 sprites/graphics/stone_cargo.png 80 10 09 65 64 -31 -34 4389 sprites/graphics/stone_cargo.png 150 10 09 65 64 -31 -34 4390 sprites/graphics/stone_cargo.png 220 10 09 65 64 -31 -34 4391 * 9 02 04 00 01 01 \w0 \w1 4392 * 9 02 04 01 01 01 \w2 \w3 4393 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4394 * 17 02 04 A3 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4395 * 15 02 04 A3 80 00 12 04 A3 00 A3 00 A3 00 \wx40 // Set temp register 0 to 0 4396 * 18 02 04 A3 81 1A 20 00 \2sto 1A 00 00 01 A3 00 00 00 A3 00 # 100 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4397 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4398 sprites/graphics/sand_cargo.png 10 10 09 65 64 -31 -34 4399 sprites/graphics/sand_cargo.png 80 10 09 65 64 -31 -34 4400 sprites/graphics/sand_cargo.png 150 10 09 65 64 -31 -34 4401 sprites/graphics/sand_cargo.png 220 10 09 65 64 -31 -34 4402 * 9 02 04 00 01 01 \w0 \w1 4403 * 9 02 04 01 01 01 \w2 \w3 4404 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4405 * 17 02 04 A4 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4406 * 15 02 04 A4 80 00 12 04 A4 00 A4 00 A4 00 \wx40 // Set temp register 0 to 0 4407 * 18 02 04 A4 81 1A 20 00 \2sto 1A 00 00 01 A4 00 00 00 A4 00 # 104 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4408 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4409 sprites/graphics/clay_cargo.png 10 10 09 65 64 -31 -34 4410 sprites/graphics/clay_cargo.png 80 10 09 65 64 -31 -34 4411 sprites/graphics/clay_cargo.png 150 10 09 65 64 -31 -34 4412 sprites/graphics/clay_cargo.png 220 10 09 65 64 -31 -34 4413 * 9 02 04 00 01 01 \w0 \w1 4414 * 9 02 04 01 01 01 \w2 \w3 4415 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4416 * 17 02 04 A5 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4417 * 15 02 04 A5 80 00 12 04 A5 00 A5 00 A5 00 \wx40 // Set temp register 0 to 0 4418 * 18 02 04 A5 81 1A 20 00 \2sto 1A 00 00 01 A5 00 00 00 A5 00 # 108 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4419 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4420 sprites/graphics/coal_cargo.png 10 10 09 65 64 -31 -34 4421 sprites/graphics/coal_cargo.png 80 10 09 65 64 -31 -34 4422 sprites/graphics/coal_cargo.png 150 10 09 65 64 -31 -34 4423 sprites/graphics/coal_cargo.png 220 10 09 65 64 -31 -34 4424 * 9 02 04 00 01 01 \w0 \w1 4425 * 9 02 04 01 01 01 \w2 \w3 4426 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4427 * 17 02 04 A6 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4428 * 15 02 04 A6 80 00 12 04 A6 00 A6 00 A6 00 \wx40 // Set temp register 0 to 0 4429 * 18 02 04 A6 81 1A 20 00 \2sto 1A 00 00 01 A6 00 00 00 A6 00 # 112 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4430 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4431 sprites/graphics/iron_ore_cargo.png 10 10 09 65 64 -31 -34 4432 sprites/graphics/iron_ore_cargo.png 80 10 09 65 64 -31 -34 4433 sprites/graphics/iron_ore_cargo.png 150 10 09 65 64 -31 -34 4434 sprites/graphics/iron_ore_cargo.png 220 10 09 65 64 -31 -34 4435 * 9 02 04 00 01 01 \w0 \w1 4436 * 9 02 04 01 01 01 \w2 \w3 4437 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4438 * 17 02 04 A7 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4439 * 15 02 04 A7 80 00 12 04 A7 00 A7 00 A7 00 \wx40 // Set temp register 0 to 0 4440 * 18 02 04 A7 81 1A 20 00 \2sto 1A 00 00 01 A7 00 00 00 A7 00 # 116 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4441 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4442 sprites/graphics/wood_cargo.png 10 10 09 65 64 -31 -34 4443 sprites/graphics/wood_cargo.png 80 10 09 65 64 -31 -34 4444 sprites/graphics/wood_cargo.png 150 10 09 65 64 -31 -34 4445 sprites/graphics/wood_cargo.png 220 10 09 65 64 -31 -34 4446 * 9 02 04 00 01 01 \w0 \w1 4447 * 9 02 04 01 01 01 \w2 \w3 4448 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4449 * 17 02 04 A8 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4450 * 15 02 04 A8 80 00 12 04 A8 00 A8 00 A8 00 \wx40 // Set temp register 0 to 0 4451 * 18 02 04 A8 81 1A 20 00 \2sto 1A 00 00 01 A8 00 00 00 A8 00 # 120 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4452 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4453 sprites/graphics/barrels_cargo.png 10 10 09 65 64 -31 -34 4454 sprites/graphics/barrels_cargo.png 80 10 09 65 64 -31 -34 4455 sprites/graphics/barrels_cargo.png 150 10 09 65 64 -31 -34 4456 sprites/graphics/barrels_cargo.png 220 10 09 65 64 -31 -34 4457 * 9 02 04 00 01 01 \w0 \w1 4458 * 9 02 04 01 01 01 \w2 \w3 4459 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4460 * 17 02 04 A9 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4461 * 15 02 04 A9 80 00 12 04 A9 00 A9 00 A9 00 \wx40 // Set temp register 0 to 0 4462 * 18 02 04 A9 81 1A 20 00 \2sto 1A 00 00 01 A9 00 00 00 A9 00 # 124 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4463 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4464 sprites/graphics/metal_cargo.png 10 10 09 65 64 -31 -34 4465 sprites/graphics/metal_cargo.png 80 10 09 65 64 -31 -34 4466 sprites/graphics/metal_cargo.png 150 10 09 65 64 -31 -34 4467 sprites/graphics/metal_cargo.png 220 10 09 65 64 -31 -34 4468 * 9 02 04 00 01 01 \w0 \w1 4469 * 9 02 04 01 01 01 \w2 \w3 4470 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4471 * 17 02 04 AA 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4472 * 15 02 04 AA 80 00 12 04 AA 00 AA 00 AA 00 \wx40 // Set temp register 0 to 0 4473 * 18 02 04 AA 81 1A 20 00 \2sto 1A 00 00 01 AA 00 00 00 AA 00 # 128 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4474 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4475 sprites/graphics/fruit_vegetable_cargo.png 10 10 09 65 64 -31 -34 4476 sprites/graphics/fruit_vegetable_cargo.png 80 10 09 65 64 -31 -34 4477 sprites/graphics/fruit_vegetable_cargo.png 150 10 09 65 64 -31 -34 4478 sprites/graphics/fruit_vegetable_cargo.png 220 10 09 65 64 -31 -34 4479 * 9 02 04 00 01 01 \w0 \w1 4480 * 9 02 04 01 01 01 \w2 \w3 4481 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4482 * 17 02 04 AB 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4483 * 15 02 04 AB 80 00 12 04 AB 00 AB 00 AB 00 \wx40 // Set temp register 0 to 0 4484 * 18 02 04 AB 81 1A 20 00 \2sto 1A 00 00 01 AB 00 00 00 AB 00 # 132 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4485 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4486 sprites/graphics/barrels_bare_metal_cargo.png 10 10 09 65 64 -31 -34 4487 sprites/graphics/barrels_bare_metal_cargo.png 80 10 09 65 64 -31 -34 4488 sprites/graphics/barrels_bare_metal_cargo.png 150 10 09 65 64 -31 -34 4489 sprites/graphics/barrels_bare_metal_cargo.png 220 10 09 65 64 -31 -34 4490 * 9 02 04 00 01 01 \w0 \w1 4491 * 9 02 04 01 01 01 \w2 \w3 4492 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4493 * 17 02 04 AC 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4494 * 15 02 04 AC 80 00 12 04 AC 00 AC 00 AC 00 \wx40 // Set temp register 0 to 0 4495 * 18 02 04 AC 81 1A 20 00 \2sto 1A 00 00 01 AC 00 00 00 AC 00 # 136 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4496 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4497 sprites/graphics/alcohol_cargo.png 10 10 09 65 64 -31 -34 4498 sprites/graphics/alcohol_cargo.png 80 10 09 65 64 -31 -34 4499 sprites/graphics/alcohol_cargo.png 150 10 09 65 64 -31 -34 4500 sprites/graphics/alcohol_cargo.png 220 10 09 65 64 -31 -34 4501 * 9 02 04 00 01 01 \w0 \w1 4502 * 9 02 04 01 01 01 \w2 \w3 4503 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4504 * 17 02 04 AD 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4505 * 15 02 04 AD 80 00 12 04 AD 00 AD 00 AD 00 \wx40 // Set temp register 0 to 0 4506 * 18 02 04 AD 81 1A 20 00 \2sto 1A 00 00 01 AD 00 00 00 AD 00 # 140 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4507 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4508 sprites/graphics/crates_white_cargo.png 10 10 09 65 64 -31 -34 4509 sprites/graphics/crates_white_cargo.png 80 10 09 65 64 -31 -34 4510 sprites/graphics/crates_white_cargo.png 150 10 09 65 64 -31 -34 4511 sprites/graphics/crates_white_cargo.png 220 10 09 65 64 -31 -34 4512 * 9 02 04 00 01 01 \w0 \w1 4513 * 9 02 04 01 01 01 \w2 \w3 4514 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4515 * 17 02 04 AE 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4516 * 15 02 04 AE 80 00 12 04 AE 00 AE 00 AE 00 \wx40 // Set temp register 0 to 0 4517 * 18 02 04 AE 81 1A 20 00 \2sto 1A 00 00 01 AE 00 00 00 AE 00 # 144 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4518 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4519 sprites/graphics/bauxite_cargo.png 10 10 09 65 64 -31 -34 4520 sprites/graphics/bauxite_cargo.png 80 10 09 65 64 -31 -34 4521 sprites/graphics/bauxite_cargo.png 150 10 09 65 64 -31 -34 4522 sprites/graphics/bauxite_cargo.png 220 10 09 65 64 -31 -34 4523 * 9 02 04 00 01 01 \w0 \w1 4524 * 9 02 04 01 01 01 \w2 \w3 4525 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4526 * 17 02 04 AF 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4527 * 15 02 04 AF 80 00 12 04 AF 00 AF 00 AF 00 \wx40 // Set temp register 0 to 0 4528 * 18 02 04 AF 81 1A 20 00 \2sto 1A 00 00 01 AF 00 00 00 AF 00 # 148 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4529 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4530 sprites/graphics/copper_ore_cargo.png 10 10 09 65 64 -31 -34 4531 sprites/graphics/copper_ore_cargo.png 80 10 09 65 64 -31 -34 4532 sprites/graphics/copper_ore_cargo.png 150 10 09 65 64 -31 -34 4533 sprites/graphics/copper_ore_cargo.png 220 10 09 65 64 -31 -34 4534 * 9 02 04 00 01 01 \w0 \w1 4535 * 9 02 04 01 01 01 \w2 \w3 4536 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4537 * 17 02 04 C0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4538 * 15 02 04 C0 80 00 12 04 C0 00 C0 00 C0 00 \wx40 // Set temp register 0 to 0 4539 * 18 02 04 C0 81 1A 20 00 \2sto 1A 00 00 01 C0 00 00 00 C0 00 # 152 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4540 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4541 sprites/graphics/rubber_cargo.png 10 10 09 65 64 -31 -34 4542 sprites/graphics/rubber_cargo.png 80 10 09 65 64 -31 -34 4543 sprites/graphics/rubber_cargo.png 150 10 09 65 64 -31 -34 4544 sprites/graphics/rubber_cargo.png 220 10 09 65 64 -31 -34 4545 * 9 02 04 00 01 01 \w0 \w1 4546 * 9 02 04 01 01 01 \w2 \w3 4547 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4548 * 17 02 04 C1 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4549 * 15 02 04 C1 80 00 12 04 C1 00 C1 00 C1 00 \wx40 // Set temp register 0 to 0 4550 * 18 02 04 C1 81 1A 20 00 \2sto 1A 00 00 01 C1 00 00 00 C1 00 # 156 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4551 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4552 sprites/graphics/sugar_cargo.png 10 10 09 65 64 -31 -34 4553 sprites/graphics/sugar_cargo.png 80 10 09 65 64 -31 -34 4554 sprites/graphics/sugar_cargo.png 150 10 09 65 64 -31 -34 4555 sprites/graphics/sugar_cargo.png 220 10 09 65 64 -31 -34 4556 * 9 02 04 00 01 01 \w0 \w1 4557 * 9 02 04 01 01 01 \w2 \w3 4558 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4559 * 17 02 04 C2 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4560 * 15 02 04 C2 80 00 12 04 C2 00 C2 00 C2 00 \wx40 // Set temp register 0 to 0 4561 * 18 02 04 C2 81 1A 20 00 \2sto 1A 00 00 01 C2 00 00 00 C2 00 # 160 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4562 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4563 sprites/graphics/coffee_cargo.png 10 10 09 65 64 -31 -34 4564 sprites/graphics/coffee_cargo.png 80 10 09 65 64 -31 -34 4565 sprites/graphics/coffee_cargo.png 150 10 09 65 64 -31 -34 4566 sprites/graphics/coffee_cargo.png 220 10 09 65 64 -31 -34 4567 * 9 02 04 00 01 01 \w0 \w1 4568 * 9 02 04 01 01 01 \w2 \w3 4569 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4570 * 17 02 04 C3 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4571 * 15 02 04 C3 80 00 12 04 C3 00 C3 00 C3 00 \wx40 // Set temp register 0 to 0 4572 * 18 02 04 C3 81 1A 20 00 \2sto 1A 00 00 01 C3 00 00 00 C3 00 # 164 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4573 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4574 sprites/graphics/sugarcane_cargo.png 10 10 09 65 64 -31 -34 4575 sprites/graphics/sugarcane_cargo.png 80 10 09 65 64 -31 -34 4576 sprites/graphics/sugarcane_cargo.png 150 10 09 65 64 -31 -34 4577 sprites/graphics/sugarcane_cargo.png 220 10 09 65 64 -31 -34 4578 * 9 02 04 00 01 01 \w0 \w1 4579 * 9 02 04 01 01 01 \w2 \w3 4580 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4581 * 17 02 04 C4 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4582 * 15 02 04 C4 80 00 12 04 C4 00 C4 00 C4 00 \wx40 // Set temp register 0 to 0 4583 * 18 02 04 C4 81 1A 20 00 \2sto 1A 00 00 01 C4 00 00 00 C4 00 # 168 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4584 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4585 sprites/graphics/nitrates_cargo.png 10 10 09 65 64 -31 -34 4586 sprites/graphics/nitrates_cargo.png 80 10 09 65 64 -31 -34 4587 sprites/graphics/nitrates_cargo.png 150 10 09 65 64 -31 -34 4588 sprites/graphics/nitrates_cargo.png 220 10 09 65 64 -31 -34 4589 * 9 02 04 00 01 01 \w0 \w1 4590 * 9 02 04 01 01 01 \w2 \w3 4591 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4592 * 17 02 04 C5 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4593 * 15 02 04 C5 80 00 12 04 C5 00 C5 00 C5 00 \wx40 // Set temp register 0 to 0 4594 * 18 02 04 C5 81 1A 20 00 \2sto 1A 00 00 01 C5 00 00 00 C5 00 # 172 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4595 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4596 sprites/graphics/sugar_beet_cargo.png 10 10 09 65 64 -31 -34 4597 sprites/graphics/sugar_beet_cargo.png 80 10 09 65 64 -31 -34 4598 sprites/graphics/sugar_beet_cargo.png 150 10 09 65 64 -31 -34 4599 sprites/graphics/sugar_beet_cargo.png 220 10 09 65 64 -31 -34 4600 * 9 02 04 00 01 01 \w0 \w1 4601 * 9 02 04 01 01 01 \w2 \w3 4602 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4603 * 17 02 04 C6 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4604 * 15 02 04 C6 80 00 12 04 C6 00 C6 00 C6 00 \wx40 // Set temp register 0 to 0 4605 * 18 02 04 C6 81 1A 20 00 \2sto 1A 00 00 01 C6 00 00 00 C6 00 # 176 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4606 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4607 sprites/graphics/paper_cargo.png 10 10 09 65 64 -31 -34 4608 sprites/graphics/paper_cargo.png 80 10 09 65 64 -31 -34 4609 sprites/graphics/paper_cargo.png 150 10 09 65 64 -31 -34 4610 sprites/graphics/paper_cargo.png 220 10 09 65 64 -31 -34 4611 * 9 02 04 00 01 01 \w0 \w1 4612 * 9 02 04 01 01 01 \w2 \w3 4613 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4614 * 17 02 04 C7 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4615 * 15 02 04 C7 80 00 12 04 C7 00 C7 00 C7 00 \wx40 // Set temp register 0 to 0 4616 * 18 02 04 C7 81 1A 20 00 \2sto 1A 00 00 01 C7 00 00 00 C7 00 # 180 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4617 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4618 sprites/graphics/pyrite_ore_cargo.png 10 10 09 65 64 -31 -34 4619 sprites/graphics/pyrite_ore_cargo.png 80 10 09 65 64 -31 -34 4620 sprites/graphics/pyrite_ore_cargo.png 150 10 09 65 64 -31 -34 4621 sprites/graphics/pyrite_ore_cargo.png 220 10 09 65 64 -31 -34 4622 * 9 02 04 00 01 01 \w0 \w1 4623 * 9 02 04 01 01 01 \w2 \w3 4624 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4625 * 17 02 04 C8 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4626 * 15 02 04 C8 80 00 12 04 C8 00 C8 00 C8 00 \wx40 // Set temp register 0 to 0 4627 * 18 02 04 C8 81 1A 20 00 \2sto 1A 00 00 01 C8 00 00 00 C8 00 # 184 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4628 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4629 sprites/graphics/phosphate_cargo.png 10 10 09 65 64 -31 -34 4630 sprites/graphics/phosphate_cargo.png 80 10 09 65 64 -31 -34 4631 sprites/graphics/phosphate_cargo.png 150 10 09 65 64 -31 -34 4632 sprites/graphics/phosphate_cargo.png 220 10 09 65 64 -31 -34 4633 * 9 02 04 00 01 01 \w0 \w1 4634 * 9 02 04 01 01 01 \w2 \w3 4635 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4636 * 17 02 04 C9 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4637 * 15 02 04 C9 80 00 12 04 C9 00 C9 00 C9 00 \wx40 // Set temp register 0 to 0 4638 * 18 02 04 C9 81 1A 20 00 \2sto 1A 00 00 01 C9 00 00 00 C9 00 # 188 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4639 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4640 sprites/graphics/manganese_ore_cargo.png 10 10 09 65 64 -31 -34 4641 sprites/graphics/manganese_ore_cargo.png 80 10 09 65 64 -31 -34 4642 sprites/graphics/manganese_ore_cargo.png 150 10 09 65 64 -31 -34 4643 sprites/graphics/manganese_ore_cargo.png 220 10 09 65 64 -31 -34 4644 * 9 02 04 00 01 01 \w0 \w1 4645 * 9 02 04 01 01 01 \w2 \w3 4646 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4647 * 17 02 04 CA 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4648 * 15 02 04 CA 80 00 12 04 CA 00 CA 00 CA 00 \wx40 // Set temp register 0 to 0 4649 * 18 02 04 CA 81 1A 20 00 \2sto 1A 00 00 01 CA 00 00 00 CA 00 # 192 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4650 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4651 sprites/graphics/vehicles_cargo.png 10 10 09 65 64 -31 -34 4652 sprites/graphics/vehicles_cargo.png 80 10 09 65 64 -31 -34 4653 sprites/graphics/vehicles_cargo.png 150 10 09 65 64 -31 -34 4654 sprites/graphics/vehicles_cargo.png 220 10 09 65 64 -31 -34 4655 * 9 02 04 00 01 01 \w0 \w1 4656 * 9 02 04 01 01 01 \w2 \w3 4657 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4658 * 17 02 04 CB 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4659 * 15 02 04 CB 80 00 12 04 CB 00 CB 00 CB 00 \wx40 // Set temp register 0 to 0 4660 * 18 02 04 CB 81 1A 20 00 \2sto 1A 00 00 01 CB 00 00 00 CB 00 # 196 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4661 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4662 sprites/graphics/nuts_cargo.png 10 10 09 65 64 -31 -34 4663 sprites/graphics/nuts_cargo.png 80 10 09 65 64 -31 -34 4664 sprites/graphics/nuts_cargo.png 150 10 09 65 64 -31 -34 4665 sprites/graphics/nuts_cargo.png 220 10 09 65 64 -31 -34 4666 * 9 02 04 00 01 01 \w0 \w1 4667 * 9 02 04 01 01 01 \w2 \w3 4668 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4669 * 17 02 04 CC 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4670 * 15 02 04 CC 80 00 12 04 CC 00 CC 00 CC 00 \wx40 // Set temp register 0 to 0 4671 * 18 02 04 CC 81 1A 20 00 \2sto 1A 00 00 01 CC 00 00 00 CC 00 # 200 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4672 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4673 sprites/graphics/cassava_cargo.png 10 10 09 65 64 -31 -34 4674 sprites/graphics/cassava_cargo.png 80 10 09 65 64 -31 -34 4675 sprites/graphics/cassava_cargo.png 150 10 09 65 64 -31 -34 4676 sprites/graphics/cassava_cargo.png 220 10 09 65 64 -31 -34 4677 * 9 02 04 00 01 01 \w0 \w1 4678 * 9 02 04 01 01 01 \w2 \w3 4679 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4680 * 17 02 04 CD 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4681 * 15 02 04 CD 80 00 12 04 CD 00 CD 00 CD 00 \wx40 // Set temp register 0 to 0 4682 * 18 02 04 CD 81 1A 20 00 \2sto 1A 00 00 01 CD 00 00 00 CD 00 # 204 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4683 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4684 sprites/graphics/copper_cargo.png 10 10 09 65 64 -31 -34 4685 sprites/graphics/copper_cargo.png 80 10 09 65 64 -31 -34 4686 sprites/graphics/copper_cargo.png 150 10 09 65 64 -31 -34 4687 sprites/graphics/copper_cargo.png 220 10 09 65 64 -31 -34 4688 * 9 02 04 00 01 01 \w0 \w1 4689 * 9 02 04 01 01 01 \w2 \w3 4690 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4691 * 17 02 04 CE 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4692 * 15 02 04 CE 80 00 12 04 CE 00 CE 00 CE 00 \wx40 // Set temp register 0 to 0 4693 * 18 02 04 CE 81 1A 20 00 \2sto 1A 00 00 01 CE 00 00 00 CE 00 # 208 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4694 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4695 sprites/graphics/slag_cargo.png 10 10 09 65 64 -31 -34 4696 sprites/graphics/slag_cargo.png 80 10 09 65 64 -31 -34 4697 sprites/graphics/slag_cargo.png 150 10 09 65 64 -31 -34 4698 sprites/graphics/slag_cargo.png 220 10 09 65 64 -31 -34 4699 * 9 02 04 00 01 01 \w0 \w1 4700 * 9 02 04 01 01 01 \w2 \w3 4701 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4702 * 17 02 04 CF 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4703 * 15 02 04 CF 80 00 12 04 CF 00 CF 00 CF 00 \wx40 // Set temp register 0 to 0 4704 * 18 02 04 CF 81 1A 20 00 \2sto 1A 00 00 01 CF 00 00 00 CF 00 # 212 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4705 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4706 sprites/graphics/pipe_cargo.png 10 10 09 65 64 -31 -34 4707 sprites/graphics/pipe_cargo.png 80 10 09 65 64 -31 -34 4708 sprites/graphics/pipe_cargo.png 150 10 09 65 64 -31 -34 4709 sprites/graphics/pipe_cargo.png 220 10 09 65 64 -31 -34 4710 * 9 02 04 00 01 01 \w0 \w1 4711 * 9 02 04 01 01 01 \w2 \w3 4712 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4713 * 17 02 04 D0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4714 * 15 02 04 D0 80 00 12 04 D0 00 D0 00 D0 00 \wx40 // Set temp register 0 to 0 4715 * 18 02 04 D0 81 1A 20 00 \2sto 1A 00 00 01 D0 00 00 00 D0 00 # 216 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4716 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4717 sprites/graphics/sulphur_cargo.png 10 10 09 65 64 -31 -34 4718 sprites/graphics/sulphur_cargo.png 80 10 09 65 64 -31 -34 4719 sprites/graphics/sulphur_cargo.png 150 10 09 65 64 -31 -34 4720 sprites/graphics/sulphur_cargo.png 220 10 09 65 64 -31 -34 4721 * 9 02 04 00 01 01 \w0 \w1 4722 * 9 02 04 01 01 01 \w2 \w3 4723 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4724 * 17 02 04 D1 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4725 * 15 02 04 D1 80 00 12 04 D1 00 D1 00 D1 00 \wx40 // Set temp register 0 to 0 4726 * 18 02 04 D1 81 1A 20 00 \2sto 1A 00 00 01 D1 00 00 00 D1 00 # 220 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4727 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4728 sprites/graphics/soda_ash_cargo.png 10 10 09 65 64 -31 -34 4729 sprites/graphics/soda_ash_cargo.png 80 10 09 65 64 -31 -34 4730 sprites/graphics/soda_ash_cargo.png 150 10 09 65 64 -31 -34 4731 sprites/graphics/soda_ash_cargo.png 220 10 09 65 64 -31 -34 4732 * 9 02 04 00 01 01 \w0 \w1 4733 * 9 02 04 01 01 01 \w2 \w3 4734 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4735 * 17 02 04 D2 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4736 * 15 02 04 D2 80 00 12 04 D2 00 D2 00 D2 00 \wx40 // Set temp register 0 to 0 4737 * 18 02 04 D2 81 1A 20 00 \2sto 1A 00 00 01 D2 00 00 00 D2 00 # 224 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4738 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4739 sprites/graphics/cement_cargo.png 10 10 09 65 64 -31 -34 4740 sprites/graphics/cement_cargo.png 80 10 09 65 64 -31 -34 4741 sprites/graphics/cement_cargo.png 150 10 09 65 64 -31 -34 4742 sprites/graphics/cement_cargo.png 220 10 09 65 64 -31 -34 4743 * 9 02 04 00 01 01 \w0 \w1 4744 * 9 02 04 01 01 01 \w2 \w3 4745 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4746 * 17 02 04 D3 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4747 * 15 02 04 D3 80 00 12 04 D3 00 D3 00 D3 00 \wx40 // Set temp register 0 to 0 4748 * 18 02 04 D3 81 1A 20 00 \2sto 1A 00 00 01 D3 00 00 00 D3 00 # 228 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4749 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4750 sprites/graphics/vehicle_bodies_cargo.png 10 10 09 65 64 -31 -34 4751 sprites/graphics/vehicle_bodies_cargo.png 80 10 09 65 64 -31 -34 4752 sprites/graphics/vehicle_bodies_cargo.png 150 10 09 65 64 -31 -34 4753 sprites/graphics/vehicle_bodies_cargo.png 220 10 09 65 64 -31 -34 4754 * 9 02 04 00 01 01 \w0 \w1 4755 * 9 02 04 01 01 01 \w2 \w3 4756 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4757 * 17 02 04 D4 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4758 * 15 02 04 D4 80 00 12 04 D4 00 D4 00 D4 00 \wx40 // Set temp register 0 to 0 4759 * 18 02 04 D4 81 1A 20 00 \2sto 1A 00 00 01 D4 00 00 00 D4 00 # 232 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4760 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4761 sprites/graphics/peat_cargo.png 10 10 09 65 64 -31 -34 4762 sprites/graphics/peat_cargo.png 80 10 09 65 64 -31 -34 4763 sprites/graphics/peat_cargo.png 150 10 09 65 64 -31 -34 4764 sprites/graphics/peat_cargo.png 220 10 09 65 64 -31 -34 4765 * 9 02 04 00 01 01 \w0 \w1 4766 * 9 02 04 01 01 01 \w2 \w3 4767 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4768 * 17 02 04 D5 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4769 * 15 02 04 D5 80 00 12 04 D5 00 D5 00 D5 00 \wx40 // Set temp register 0 to 0 4770 * 18 02 04 D5 81 1A 20 00 \2sto 1A 00 00 01 D5 00 00 00 D5 00 # 236 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4771 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4772 sprites/graphics/kaolin_cargo.png 10 10 09 65 64 -31 -34 4773 sprites/graphics/kaolin_cargo.png 80 10 09 65 64 -31 -34 4774 sprites/graphics/kaolin_cargo.png 150 10 09 65 64 -31 -34 4775 sprites/graphics/kaolin_cargo.png 220 10 09 65 64 -31 -34 4776 * 9 02 04 00 01 01 \w0 \w1 4777 * 9 02 04 01 01 01 \w2 \w3 4778 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4779 * 17 02 04 D6 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4780 * 15 02 04 D6 80 00 12 04 D6 00 D6 00 D6 00 \wx40 // Set temp register 0 to 0 4781 * 18 02 04 D6 81 1A 20 00 \2sto 1A 00 00 01 D6 00 00 00 D6 00 # 240 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 1 "sprites/nfo/tiles/../templates/simple_empty_tile_1_cargo.tnfo" 1 //Tile action 1 4782 * 4 01 04 \b4 \b1 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4783 sprites/graphics/limestone_cargo.png 10 10 09 65 64 -31 -34 4784 sprites/graphics/limestone_cargo.png 80 10 09 65 64 -31 -34 4785 sprites/graphics/limestone_cargo.png 150 10 09 65 64 -31 -34 4786 sprites/graphics/limestone_cargo.png 220 10 09 65 64 -31 -34 4787 * 9 02 04 00 01 01 \w0 \w1 4788 * 9 02 04 01 01 01 \w2 \w3 4789 * 11 02 04 02 80 00 10 02 \wx00 \wx01 4790 * 17 02 04 D7 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wx8002 \wx14 \wx14 // Layout 'platform with building on top' \wx02 4791 * 15 02 04 D7 80 00 12 04 D7 00 D7 00 D7 00 \wx40 // Set temp register 0 to 0 4792 * 18 02 04 D7 81 1A 20 00 \2sto 1A 00 00 01 D7 00 00 00 D7 00 # 244 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 4793 * 23 02 04 B0 85 // no cargo at all 0C 00 \wxFFFF // var, shift, mask \b2 // num ranges \wx8001 \wx13 \wx13 \wx8000 \wx14 \wx14 // Force 'platform with building on top' for now \wx00 4794 * 15 02 04 B0 80 00 12 04 \wxB0 \wxB0 \wxB0 \wx40 // Set temp register 0 to 0 4795 * 18 02 04 B0 81 1A 20 00 \2sto 1A 00 00 01 \wxB0 00 00 \wxB0 // Action 3 # 1 "sprites/nfo/tiles/../templates/simple_action_3.tnfo" 1 // byte is index in cargotable, word is THIS_SET_ID define above 4796 * 208 03 04 01 09 \b67 00 \wxA0 // cargo: WDPR 01 \wxA1 // cargo: SCRP 03 \wxA8 // cargo: WOOD 05 \wxAA // cargo: STEL 07 \wxA2 // cargo: BRCK 08 \wxA2 // cargo: FICR 0C \wxAB // cargo: FRUT 0D \wxAB // cargo: FRVG 0E \wxAE // cargo: FOOD 0F \wxA2 // cargo: FICR 10 \wxC1 // cargo: RUBR 11 \wxA9 // cargo: RFPR 12 \wxA9 // cargo: PETR 13 \wxA9 // cargo: OIL_ 14 \wxA2 // cargo: GOOD 16 \wxAC // cargo: MILK 17 \wxA6 // cargo: COAL 18 \wxA7 // cargo: IORE 19 \wxAF // cargo: AORE 1A \wxA5 // cargo: CLAY 1B \wxA3 // cargo: GRVL 1C \wxA4 // cargo: SAND 1E \wxC6 // cargo: SGBT 20 \wxC0 // cargo: CORE 29 \wxC2 // cargo: CORE 2F \wxA2 // cargo: FMSP 30 \wxA2 // cargo: ENSP 31 \wxA2 // cargo: MNSP 34 \wxAD // cargo: BEER 35 \wxA2 // cargo: BDMT 36 \wxAE // cargo: FISH 37 \wxA2 // cargo: VALU 38 \wxA2 // cargo: DIAM 39 \wxA2 // cargo: GOLD 3A \wxC3 // cargo: JAVA 3B \wxC4 // cargo: SGCN 3C \wxA2 // cargo: VPTS 3D \wxAB // cargo: BEAN 3E \wxC5 // cargo: NITR 27 \wxC7 // cargo: PAPR 3F \wxC8 // cargo: PORE 40 \wxC9 // cargo: PHOS 41 \wxCA // cargo: MNO2 42 \wxCB // cargo: VEHI 43 \wxAC // cargo: EOIL 44 \wxCC // cargo: NUTS 45 \wxCD // cargo: CASS 46 \wxCE // cargo: COPR 47 \wxAA // cargo: NICK 48 \wxA6 // cargo: COKE 49 \wxAA // cargo: METL 4A \wxCF // cargo: SLAG 4B \wxAA // cargo: IRON 4C \wxAC // cargo: QLME 4D \wxA2 // cargo: BOOM 4E \wxD0 // cargo: PIPE 4F \wxD1 // cargo: SULP 50 \wxD2 // cargo: SASH 51 \wxD3 // cargo: CMNT 52 \wxD4 // cargo: VBOD 53 \wxC9 // cargo: POTA 54 \wxAA // cargo: ZINC 55 \wxD5 // cargo: PEAT 56 \wxD6 // cargo: KAOL 57 \wxD7 // cargo: LIME 58 \wxD2 // cargo: SALT FF \wx B0 // menu \wxB0 # 269 "sprites/nfo/tiles/../templates/simple_empty_tile_1.tnfo" 2 # 16 "sprites/nfo/tiles/slabs.pnfo" 2 # 22 "" 2 //#include "sprites/nfo/tiles/plain_terrain.pnfo" // pax tiles # 1 "sprites/nfo/tiles/parcels_office.pnfo" 1 4797 * 58 00 04 \b5 \b1 1D 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4798 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4799 sprites/graphics/parcels_office.png 10 10 09 65 64 -31 -34 4800 sprites/graphics/parcels_office.png 80 10 09 65 64 -31 -34 4801 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4802 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4803 * 7 03 04 01 1D \b0 \wx00 # 26 "" 2 # 1 "sprites/nfo/tiles/concourse_1.pnfo" 1 4804 * 58 00 04 \b5 \b1 1E 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4805 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4806 sprites/graphics/concourse_1.png 10 10 09 65 64 -31 -34 4807 sprites/graphics/concourse_1.png 80 10 09 65 64 -31 -34 4808 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4809 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4810 * 7 03 04 01 1E \b0 \wx00 # 27 "" 2 # 1 "sprites/nfo/tiles/booking_office.pnfo" 1 4811 * 58 00 04 \b5 \b1 1A 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4812 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4813 sprites/graphics/booking_office.png 10 10 09 65 64 -31 -34 4814 sprites/graphics/booking_office.png 80 10 09 65 64 -31 -34 4815 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4816 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4817 * 7 03 04 01 1A \b0 \wx00 # 28 "" 2 # 1 "sprites/nfo/tiles/booking_office_small.pnfo" 1 4818 * 58 00 04 \b5 \b1 21 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4819 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4820 sprites/graphics/booking_office_small.png 10 10 09 65 64 -31 -34 4821 sprites/graphics/booking_office_small.png 80 10 09 65 64 -31 -34 4822 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4823 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4824 * 7 03 04 01 21 \b0 \wx00 # 29 "" 2 # 1 "sprites/nfo/tiles/hotel.pnfo" 1 4825 * 58 00 04 \b5 \b1 27 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4826 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4827 sprites/graphics/hotel.png 10 10 09 65 64 -31 -34 4828 sprites/graphics/hotel.png 80 10 09 65 64 -31 -34 4829 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4830 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4831 * 7 03 04 01 27 \b0 \wx00 # 30 "" 2 // misc station buildings # 1 "sprites/nfo/tiles/wood_hut.pnfo" 1 4832 * 58 00 04 \b5 \b1 10 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d2022 \wx0002 00// custom ground sprite \dx8000842D \w0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d2022 \wx0002 00// custom ground sprite \dx8000842E \w0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4833 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4834 sprites/graphics/wood_hut.png 10 10 09 65 64 -31 -34 4835 sprites/graphics/wood_hut.png 80 10 09 65 64 -31 -34 4836 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4837 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4838 * 7 03 04 01 10 \b0 \wx00 # 32 "" 2 # 1 "sprites/nfo/tiles/boiler_house_offices.pnfo" 1 4839 * 58 00 04 \b5 \b1 1F 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4840 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4841 sprites/graphics/boiler_house_offices.png 10 10 09 65 64 -31 -34 4842 sprites/graphics/boiler_house_offices.png 80 10 09 65 64 -31 -34 4843 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4844 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4845 * 7 03 04 01 1F \b0 \wx00 # 33 "" 2 # 1 "sprites/nfo/tiles/warehouse_small.pnfo" 1 4846 * 58 00 04 \b5 \b1 20 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4847 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4848 sprites/graphics/warehouses.png 10 10 09 65 64 -31 -34 4849 sprites/graphics/warehouses.png 80 10 09 65 64 -31 -34 4850 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4851 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4852 * 7 03 04 01 20 \b0 \wx00 # 34 "" 2 // structure tiles (non pax) # 1 "sprites/nfo/tiles/tipple.pnfo" 1 4853 * 106 00 04 \b4 \b1 22 08 "CHPS" // Class ID - groups stations in menu 09 02 // 2 tiles \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dx40008431 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dx40008432 00 00 00 // x/y/z offset = extra groundsprite 10 04 \b36 // x/y/z extend \dx0000842F 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend \dx0000842D 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dx40008433 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dx40008434 00 00 00 // x/y/z offset = extra groundsprite 10 04 \b36 // x/y/z extend \dx00008430 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend \dx0000842E 80 // end of building sprite list 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) //Tile action 1 4854 * 4 01 04 \b1 \b8 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4855 sprites/graphics/tipple.png 80 10 09 65 64 -31 -34 4856 sprites/graphics/tipple.png 150 10 09 65 64 -31 -34 4857 sprites/graphics/tipple.png 80 90 09 65 64 -31 -34 4858 sprites/graphics/tipple.png 150 90 09 65 64 -31 -34 //mud 4859 sprites/graphics/groundtiles.png 10 50 09 31 64 -31 0 4860 sprites/graphics/groundtiles.png 10 90 09 31 64 -31 0 4861 sprites/graphics/groundtiles.png 10 130 09 31 64 -31 0 4862 sprites/graphics/groundtiles.png 10 170 09 31 64 -31 0 4863 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4864 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4865 * 7 03 04 01 22 \b0 \wx00 # 36 "" 2 # 1 "sprites/nfo/tiles/flood_loader_silo.pnfo" 1 4866 * 108 00 04 \b5 \b1 23 08 "CHPS" // Class ID - groups stations in menu 09 02 // 2 tiles \dx000003F4 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dx40008431 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dx40008432 00 00 00 // x/y/z offset = extra groundsprite 10 04 \b36 // x/y/z extend \dx0000842F 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend \dx0000842D 80 // end of building sprite list \dx000003F3 // custom ground sprite 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dx40008433 00 00 80 // x/y/z offset 00 00 00 // x/y/z extent \dx40008434 00 00 00 // x/y/z offset = extra groundsprite 10 04 \b36 // x/y/z extend \dx00008430 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend \dx0000842E 80 // end of building sprite list 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 0B 01 // callback flags //Tile action 1 4867 * 4 01 04 \b1 \b8 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4868 sprites/graphics/flood_loader_silo.png 80 10 09 145 64 -31 -114 4869 sprites/graphics/flood_loader_silo.png 150 10 09 145 64 -31 -114 4870 sprites/graphics/flood_loader_silo.png 80 170 09 65 64 -31 -34 4871 sprites/graphics/flood_loader_silo.png 150 170 09 65 64 -31 -34 //mud 4872 sprites/graphics/groundtiles.png 10 50 09 31 64 -31 0 4873 sprites/graphics/groundtiles.png 10 90 09 31 64 -31 0 4874 sprites/graphics/groundtiles.png 10 130 09 31 64 -31 0 4875 sprites/graphics/groundtiles.png 10 170 09 31 64 -31 0 4876 * 7 02 04 00 00 01 \w0 4877 * 14 02 04 FA // check availability 81 01 00 FF // check current year \b01 // range \wx8000 \b0 \b30 \wx8001 4878 * 17 02 04 F0 // cbs 85 0C 00 \wxFFFF // var, shift, mask \b1 // num ranges \wxFA \wx13 \wx13 \wx00 // Set temp register 0 to 0 4879 * 18 02 04 F0 81 1A 20 00 \2sto 1A 00 00 01 \wxF0 00 00 \wxF0 // byte is index in cargotable, word is THIS_SET_ID define above 4880 * 7 03 04 01 23 \b0 \wxF0 # 37 "" 2 # 1 "sprites/nfo/tiles/pig_pens.pnfo" 1 # 1 "sprites/nfo/tiles/../templates/farm_cargos_tile.tnfo" 1 4881 * 61 00 04 \b6 \b1 24 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 6 tiles //Basic layout 41 \d2022 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d2022 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 10 \w160 // little / lots threshold for cargo display 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4882 * 4 01 04 \b3 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4883 sprites/graphics/pigs_cargo.png 10 10 09 65 64 -31 -34 4884 sprites/graphics/pigs_cargo.png 220 10 09 65 64 -31 -34 4885 sprites/graphics/pigs_cargo.png 80 10 09 65 64 -31 -34 4886 sprites/graphics/pigs_cargo.png 290 10 09 65 64 -31 -34 4887 sprites/graphics/pigs_cargo.png 150 10 09 65 64 -31 -34 4888 sprites/graphics/pigs_cargo.png 360 10 09 65 64 -31 -34 // empty - used for case of no matching cargo 4889 * 7 02 04 0A 00 01 \w0 // Set temp register 0 to 0 4890 * 18 02 04 0A 81 1A 20 00 \2sto 1A 00 00 01 \wx0A 00 00 \wx0A // buy menu 4891 * 7 02 04 FF 00 01 \w1 // Set temp register 0 to 0 4892 * 18 02 04 FF 81 1A 20 00 \2sto 1A 00 00 01 \wxFF 00 00 \wxFF // cargo action 2s 4893 * 11 02 04 02 02 01 \w0 \w1 \w2 4894 * 13 02 04 01 03 01 \w0 \w1 \w2 \w2 4895 * 11 02 04 00 // random action 2 splits up cargo a bit 80 00 10 02 \wx01 \wx02 // Set temp register 0 to 0 4896 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 4897 * 13 03 04 01 24 \b2 04 \wx00 // to be in format: cargo_num_in_cargo_table cargo_ID /* comment with LABEL */ FF \wxFF // menu \wx0A # 7 "sprites/nfo/tiles/pig_pens.pnfo" 2 # 38 "" 2 # 1 "sprites/nfo/tiles/sheep_pens.pnfo" 1 # 1 "sprites/nfo/tiles/../templates/farm_cargos_tile.tnfo" 1 4898 * 61 00 04 \b6 \b1 25 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 6 tiles //Basic layout 41 \d2022 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d2022 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 10 \w160 // little / lots threshold for cargo display 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4899 * 4 01 04 \b3 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4900 sprites/graphics/sheep_cargo.png 10 10 09 65 64 -31 -34 4901 sprites/graphics/sheep_cargo.png 220 10 09 65 64 -31 -34 4902 sprites/graphics/sheep_cargo.png 80 10 09 65 64 -31 -34 4903 sprites/graphics/sheep_cargo.png 290 10 09 65 64 -31 -34 4904 sprites/graphics/sheep_cargo.png 150 10 09 65 64 -31 -34 4905 sprites/graphics/sheep_cargo.png 360 10 09 65 64 -31 -34 // empty - used for case of no matching cargo 4906 * 7 02 04 0A 00 01 \w0 // Set temp register 0 to 0 4907 * 18 02 04 0A 81 1A 20 00 \2sto 1A 00 00 01 \wx0A 00 00 \wx0A // buy menu 4908 * 7 02 04 FF 00 01 \w1 // Set temp register 0 to 0 4909 * 18 02 04 FF 81 1A 20 00 \2sto 1A 00 00 01 \wxFF 00 00 \wxFF // cargo action 2s 4910 * 11 02 04 02 02 01 \w0 \w1 \w2 4911 * 13 02 04 01 03 01 \w0 \w1 \w2 \w2 4912 * 11 02 04 00 // random action 2 splits up cargo a bit 80 00 10 02 \wx01 \wx02 // Set temp register 0 to 0 4913 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 4914 * 13 03 04 01 25 \b2 04 \wx00 // to be in format: cargo_num_in_cargo_table cargo_ID /* comment with LABEL */ FF \wxFF // menu \wx0A # 7 "sprites/nfo/tiles/sheep_pens.pnfo" 2 # 39 "" 2 # 1 "sprites/nfo/tiles/cow_pens.pnfo" 1 # 1 "sprites/nfo/tiles/../templates/farm_cargos_tile.tnfo" 1 4915 * 61 00 04 \b6 \b1 26 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 6 tiles //Basic layout 41 \d2022 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d2022 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 10 \w160 // little / lots threshold for cargo display 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4916 * 4 01 04 \b3 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4917 sprites/graphics/cows_cargo.png 10 10 09 65 64 -31 -34 4918 sprites/graphics/cows_cargo.png 220 10 09 65 64 -31 -34 4919 sprites/graphics/cows_cargo.png 80 10 09 65 64 -31 -34 4920 sprites/graphics/cows_cargo.png 290 10 09 65 64 -31 -34 4921 sprites/graphics/cows_cargo.png 150 10 09 65 64 -31 -34 4922 sprites/graphics/cows_cargo.png 360 10 09 65 64 -31 -34 // empty - used for case of no matching cargo 4923 * 7 02 04 0A 00 01 \w0 // Set temp register 0 to 0 4924 * 18 02 04 0A 81 1A 20 00 \2sto 1A 00 00 01 \wx0A 00 00 \wx0A // buy menu 4925 * 7 02 04 FF 00 01 \w1 // Set temp register 0 to 0 4926 * 18 02 04 FF 81 1A 20 00 \2sto 1A 00 00 01 \wxFF 00 00 \wxFF // cargo action 2s 4927 * 11 02 04 02 02 01 \w0 \w1 \w2 4928 * 13 02 04 01 03 01 \w0 \w1 \w2 \w2 4929 * 11 02 04 00 // random action 2 splits up cargo a bit 80 00 10 02 \wx01 \wx02 // Set temp register 0 to 0 4930 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 4931 * 13 03 04 01 26 \b2 04 \wx00 // to be in format: cargo_num_in_cargo_table cargo_ID /* comment with LABEL */ FF \wxFF // menu \wx0A # 7 "sprites/nfo/tiles/cow_pens.pnfo" 2 # 40 "" 2 # 1 "sprites/nfo/tiles/grain_silos.pnfo" 1 # 1 "sprites/nfo/tiles/../templates/farm_cargos_tile.tnfo" 1 4932 * 61 00 04 \b6 \b1 28 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 6 tiles //Basic layout 41 \d2022 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d2022 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 10 \w160 // little / lots threshold for cargo display 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4933 * 4 01 04 \b3 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4934 sprites/graphics/grain_cargo.png 10 10 09 65 64 -31 -34 4935 sprites/graphics/grain_cargo.png 220 10 09 65 64 -31 -34 4936 sprites/graphics/grain_cargo.png 80 10 09 65 64 -31 -34 4937 sprites/graphics/grain_cargo.png 290 10 09 65 64 -31 -34 4938 sprites/graphics/grain_cargo.png 150 10 09 65 64 -31 -34 4939 sprites/graphics/grain_cargo.png 360 10 09 65 64 -31 -34 // empty - used for case of no matching cargo 4940 * 7 02 04 0A 00 01 \w0 // Set temp register 0 to 0 4941 * 18 02 04 0A 81 1A 20 00 \2sto 1A 00 00 01 \wx0A 00 00 \wx0A // buy menu 4942 * 7 02 04 FF 00 01 \w1 // Set temp register 0 to 0 4943 * 18 02 04 FF 81 1A 20 00 \2sto 1A 00 00 01 \wxFF 00 00 \wxFF // cargo action 2s 4944 * 11 02 04 02 02 01 \w0 \w1 \w2 4945 * 13 02 04 01 03 01 \w0 \w1 \w2 \w2 4946 * 11 02 04 00 // random action 2 splits up cargo a bit 80 00 10 02 \wx01 \wx02 // Set temp register 0 to 0 4947 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 4948 * 25 03 04 01 28 \b6 1D \wx00 1F \wx00 24 \wx00 0F \wx00 3D \wx00 // to be in format: cargo_num_in_cargo_table cargo_ID /* comment with LABEL */ FF \wxFF // menu \wx0A # 7 "sprites/nfo/tiles/grain_silos.pnfo" 2 # 41 "" 2 # 1 "sprites/nfo/tiles/mine_building_small.pnfo" 1 4949 * 58 00 04 \b5 \b1 29 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d2022 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d2022 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4950 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4951 sprites/graphics/mine_buildings.png 10 90 09 65 64 -31 -34 4952 sprites/graphics/mine_buildings.png 80 90 09 65 64 -31 -34 4953 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4954 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4955 * 7 03 04 01 29 \b0 \wx00 # 42 "" 2 # 1 "sprites/nfo/tiles/mine_building_large.pnfo" 1 4956 * 58 00 04 \b5 \b1 30 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d2022 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d2022 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4957 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4958 sprites/graphics/mine_buildings.png 10 10 09 65 64 -31 -34 4959 sprites/graphics/mine_buildings.png 80 10 09 65 64 -31 -34 4960 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4961 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4962 * 7 03 04 01 30 \b0 \wx00 # 43 "" 2 # 1 "sprites/nfo/tiles/storage_huts.pnfo" 1 4963 * 58 00 04 \b5 \b1 31 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4964 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4965 sprites/graphics/storage_huts.png 10 10 09 65 64 -31 -34 4966 sprites/graphics/storage_huts.png 80 10 09 65 64 -31 -34 4967 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4968 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4969 * 7 03 04 01 31 \b0 \wx00 # 44 "" 2 # 1 "sprites/nfo/tiles/dispatchers_office.pnfo" 1 4970 * 58 00 04 \b5 \b1 32 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4971 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4972 sprites/graphics/dispatchers_office.png 10 10 09 65 64 -31 -34 4973 sprites/graphics/dispatchers_office.png 80 10 09 65 64 -31 -34 4974 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4975 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4976 * 7 03 04 01 32 \b0 \wx00 # 45 "" 2 # 1 "sprites/nfo/tiles/harbour_cranes.pnfo" 1 4977 * 58 00 04 \b5 \b1 33 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4978 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4979 sprites/graphics/harbour_cranes.png 10 10 09 145 64 -31 -114 4980 sprites/graphics/harbour_cranes.png 80 10 09 145 64 -31 -114 4981 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4982 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4983 * 7 03 04 01 33 \b0 \wx00 4984 * 58 00 04 \b5 \b1 34 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842D \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d1420 \wx0002 00 // custom ground sprite \dx8000842E \wx0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4985 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4986 sprites/graphics/harbour_cranes.png 220 10 09 145 64 -31 -114 4987 sprites/graphics/harbour_cranes.png 150 10 09 145 64 -31 -114 4988 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4989 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4990 * 7 03 04 01 34 \b0 \wx00 # 46 "" 2 # 1 "sprites/nfo/tiles/more_huts.pnfo" 1 4991 * 58 00 04 \b5 \b1 36 08 "CHPS" // Class ID - groups stations in menu 1A 02 // 2 tiles //Basic layout 41 \d2022 \wx0002 00// custom ground sprite \dx8000842D \w0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend //Basic layout 41 \d2022 \wx0002 00// custom ground sprite \dx8000842E \w0000 00 00 00 // x/y/z offset = extra groundsprite 10 10 \b36 // x/y/z extend 11 00 // catenary pylon placement (00 = none) 14 FF // catenary wire placement (FF = none) 15 FF // set non track bits (FF is the lazy solution to working out the correct bit mask) //Tile action 1 4992 * 4 01 04 \b1 \b2 //-1 * 0 01 09 // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 4993 sprites/graphics/more_huts.png 10 10 09 65 64 -31 -34 4994 sprites/graphics/more_huts.png 80 10 09 65 64 -31 -34 4995 * 7 02 04 00 00 01 \w0 // Set temp register 0 to 0 4996 * 18 02 04 00 81 1A 20 00 \2sto 1A 00 00 01 \wx00 00 00 \wx00 // byte is index in cargotable, word is THIS_SET_ID define above 4997 * 7 03 04 01 36 \b0 \wx00 # 47 "" 2 # 1 "sprites/nfo/lang/strings.pnfo" 1 4998 * 21 04 04 FF 01 00 C5 "Test station 1" 00 4999 * 21 04 04 FF 01 01 C5 "Test station 2" 00 5000 * 36 04 04 FF 01 02 C5 "Asphalt platform (FIRS-style)" 00 5001 * 36 04 04 FF 01 06 C5 "Asphalt platform (FIRS-style)" 00 5002 * 35 04 04 FF 01 04 C5 "Cobble platform (FIRS-style)" 00 5003 * 35 04 04 FF 01 05 C5 "Cobble platform (FIRS-style)" 00 5004 * 32 04 04 FF 01 03 C5 "Mud platform (FIRS-style)" 00 5005 * 32 04 04 FF 01 07 C5 "Mud platform (FIRS-style)" 00 5006 * 30 04 04 FF 01 08 C5 "Concrete slabs platform" 00 5007 * 30 04 04 FF 01 09 C5 "Concrete slabs platform" 00 5008 * 21 04 04 FF 01 1D C5 "Parcels Office" 00 5009 * 26 04 04 FF 01 1E C5 "Passenger Concourse" 00 5010 * 23 04 04 FF 01 10 C5 "Small Wooden Hut" 00 5011 * 21 04 04 FF 01 1A C5 "Booking Office" 00 5012 * 27 04 04 FF 01 21 C5 "Small Booking Office" 00 5013 * 20 04 04 FF 01 27 C5 "Station Hotel" 00 5014 * 29 04 04 FF 01 1F C5 "Boiler House & Offices" 00 5015 * 22 04 04 FF 01 20 C5 "Small Warehouse" 00 5016 * 13 04 04 FF 01 22 C5 "Tipple" 00 5017 * 24 04 04 FF 01 23 C5 "Flood Loader Silo" 00 5018 * 15 04 04 FF 01 24 C5 "Pig Pens" 00 5019 * 17 04 04 FF 01 25 C5 "Sheep Pens" 00 5020 * 15 04 04 FF 01 26 C5 "Cow Pens" 00 5021 * 18 04 04 FF 01 28 C5 "Grain Silos" 00 5022 * 26 04 04 FF 01 29 C5 "Small Mine Building" 00 5023 * 26 04 04 FF 01 30 C5 "Large Mine Building" 00 5024 * 19 04 04 FF 01 31 C5 "Storage Huts" 00 5025 * 26 04 04 FF 01 32 C5 "Dispatchers' Office" 00 5026 * 21 04 04 FF 01 33 C5 "Harbour Cranes" 00 5027 * 26 04 04 FF 01 34 C5 "More Harbour Cranes" 00 5028 * 16 04 04 FF 01 36 C5 "More Huts" 00 // C4 string labels the category - by associating string with any tile in that category 5029 * 21 04 04 FF 01 02 C4 "CHIPS stations" 00 # 48 "" 2