// Freight station
// ===============

	1 * 1	00 04 07 01 FREIGHT_STAT
		08 "ISRA"

		// Sprite layout
		1A 0C
			// 00 (x) - platforms with forklift or hut
			46
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000042D \wx0040 // back platform
			00 00 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx8000043B \wx0001 // hut
			00 00 03 // x/y/z offset
			02 03 10 // x/y/z extent
			03 // register
			\dx80000457 \wx0001 // hut snow
			00 00 80 // x/y/z offset
			09 // register
			\dx80008445 \wx0001 // forklift - back
			01 01 03 // x/y/z offset
			0E 03 0D // x/y/z extent
			04 // register
			\dx8000042E \wx0040 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx80008446 \wx0001 // forklift - front
			01 0C 03 // x/y/z offset
			0E 03 0D // x/y/z extent
			05 // register

			// 01 (y) - platforms with forklift or hut
			46
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000042F \wx0040 // back platform
			00 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx8000043C \wx0001 // hut
			00 00 03 // x/y/z offset
			03 02 10 // x/y/z extent
			03 // register
			\dx80000458 \wx0001 // hut snow
			00 00 80 // x/y/z offset
			09 // register
			\dx80008447 \wx0001 // forklift - back
			01 01 03 // x/y/z offset
			03 0E 0D // x/y/z extent
			04 // register
			\dx80000430 \wx0040 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx80008448 \wx0001 // forklift - front
			0C 01 03 // x/y/z offset
			03 0E 0D // x/y/z extent
			05 // register

			// 02 (x) - platforms with buildings
			48
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000042D \wx0040 // back platform
			00 00 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx8000042D \wx0001 // back platform building
			00 00 03 // x/y/z offset
			10 04 13 // x/y/z extent
			01 // register
			\dx80000441 \wx0002 // back platform building overlay
			01 11 80 // x/y/z offset
			06 // register
			\dx80000449 \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000042E \wx0040 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx80000431 \wx0003 // front platform building
			00 0C 03 // x/y/z offset
			10 04 13 // x/y/z extent
			02 07 // register
			\dx8000843D \wx0003 // front platform building overlay
			0A 04 80 // x/y/z offset
			0C 08 // register
			\dx8000044D \wx0003 // front platform building snow
			00 00 80 // x/y/z offset
			09 07 // registers

			// 03 (y) - platforms with buildings
			48
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000042F \wx0040 // back platform
			00 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx8000042F \wx0001 // back platform building
			00 00 03 // x/y/z offset
			04 10 13 // x/y/z extent
			01 // register
			\dx80000443 \wx0002 // back platform building overlay
			04 11 80 // x/y/z offset
			06 // register
			\dx8000044B \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx80000430 \wx0040 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx80000433 \wx0003 // front platform building
			0C 00 03 // x/y/z offset
			04 10 13 // x/y/z extent
			02 07 // register
			\dx8000843F \wx0003 // front platform building overlay
			02 04 80 // x/y/z offset
			0C 08 // register
			\dx8000044F \wx0003 // front platform building snow
			00 00 80 // x/y/z offset
			09 07 // registers

			// 04 (x) - platforms with clock tower building
			45
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000042D \wx0040 // back platform
			00 00 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx8000042E \wx0000 // back platform building
			00 00 03 // x/y/z offset
			0F 04 1F // x/y/z extent
			\dx8000044A \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000842D \wx0042 // flag
			08 03 22 // x/y/z offset
			01 02 0F // x/y/z extent
			0A // register
			05 // value for variable 10
			\dx8000042E \wx0040 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10

			// 05 (y) - platforms with clock tower building
			45
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000042F \wx0040 // back platform
			00 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx80000430 \wx0000 // back platform building
			00 00 03 // x/y/z offset
			04 0F 1F // x/y/z extent
			\dx8000044C \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000842D \wx0042 // flag
			02 09 22 // x/y/z offset
			01 02 0F // x/y/z extent
			0A // register
			05 // value for variable 10
			\dx80000430 \wx0040 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10

			// 06 (x) - platforms with buildings and conveyor
			4A
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000042D \wx0040 // back platform
			00 00 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx80000439 \wx0001 // conveyor N part
			00 00 03 // x/y/z offset
			10 04 13 // x/y/z extent
			00 // register
			\dx80000455 \wx0001 // conveyor N part snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000042D \wx0001 // back platform building
			00 00 03 // x/y/z offset
			10 04 13 // x/y/z extent
			01 // register
			\dx80000442 \wx0000 // back platform building overlay
			01 11 80 // x/y/z offset
			\dx80000449 \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000042E \wx0040 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx80000435 \wx0002 // front platform building/conveyor
			00 0C 03 // x/y/z offset
			10 04 1D // x/y/z extent
			07 // register
			\dx8000843D \wx0003 // front platform building overlay
			0F 0C 80 // x/y/z offset
			0C 08 // registers
			\dx80000451 \wx0003 // front platform building/conveyor snow
			00 00 80 // x/y/z offset
			09 07 // registers

			// 07 (y) - platforms with buildings and conveyor
			4A
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000042F \wx0040 // back platform
			00 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx8000043A \wx0001 // conveyor N part
			00 00 03 // x/y/z offset
			04 10 13 // x/y/z extent
			00 // register
			\dx80000456 \wx0001 // conveyor N part snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000042F \wx0001 // back platform building
			00 00 03 // x/y/z offset
			04 10 13 // x/y/z extent
			01 // register
			\dx80000444 \wx0000 // back platform building overlay
			04 11 80 // x/y/z offset
			\dx8000044B \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx80000430 \wx0040 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx80000436 \wx0002 // front platform building/conveyor
			0C 00 03 // x/y/z offset
			04 10 1D // x/y/z extent
			07 // register
			\dx8000843F \wx0003 // front platform building overlay
			02 0C 80 // x/y/z offset
			0C 08 // register
			\dx80000452 \wx0003 // front platform building/conveyor snow
			00 00 80 // x/y/z offset
			09 07 // registers

			// 08 (x) - platforms with office
			44
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000042D \wx0040 // back platform
			00 00 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx80000443 \wx0040 // back platform office
			00 00 03 // x/y/z offset
			10 04 0D // x/y/z extent
			06 // value for variable 10
			\dx80000455 \wx0041 // back platform office snow
			00 00 80 // x/y/z offset
			09 // register
			06 // value for variable 10
			\dx8000042E \wx0040 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10

			// 09 (y) - platforms with office
			44
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000042F \wx0040 // back platform
			00 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx80000444 \wx0040 // back platform office
			00 00 03 // x/y/z offset
			04 10 0D // x/y/z extent
			06 // value for variable 10
			\dx80000456 \wx0041 // back platform office snow
			00 00 80 // x/y/z offset
			09 // register
			06 // value for variable 10
			\dx80000430 \wx0040 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10

			// 0A (x) - purchase
			41
			\dx000003F4 \wx0000 // ground sprite
			\dx8000842D \wx0000 // purchase list sprite
			00 00 00 // x/y/z offset
			10 10 20 // x/y/z extent

			// 0B (y) - purchase
			41
			\dx000003F3 \wx0000 // ground sprite
			\dx8000842E \wx0000 // purchase list sprite
			00 00 00 // x/y/z offset
			10 10 20 // x/y/z extent


		0B 02 // use callback to determine layout

		11 FF // pylon placement (all)

		16 \wx0107 // animation info 8 frames looping
		17 03 // animation speed 2^3 ticks per frame
		18 \wx0001 // animation triggers - build


	1 * 1 	01 04 01 02
	// Purchase list
	1 images/purchaseicons.pcx 163  597  9  62  64 -31 -31 // 042D x
	1 images/purchaseicons.pcx 235  597  9  62  64 -31 -31 // 042E y

	1 * 1	02 04 00 // ID
		00 01
		\w0


// Callback 140
// ------------
	// Test for 4th tile along platform
	1 * 1	02 04 26 // ID
		81 41 // platform info and position
		00 0F // position along platform
		01
		\wx80FE 03 03 // clock tower - start animation
		\wx80FD // do nothing

	1 * 1	02 04 25 // ID
		81 41 // platform info and position
		08 0F // platform number
		01
		\wx0026 00 00 // platform 0
		\wx80FD // do nothing

	1 * 1	02 04 20 // ID
		81 68 00 // station info param 0/0 - check this tile
		0C 03 // shift and mask 2 bits for station part type
		01
		\wx0025 01 01 // part 02/03 - building
		\wx80FD // do nothing

	// Animation control start
	1 * 1	02 04 21 // ID
		81 18 // extra callback info - reason for call
		00 FF
		01
		\wx0020 00 00 // build station
		\wx80FD // do nothing


// Real sprites
//-------------
	// Test variable 10 for real sprites
	1 * 1	02 04 3B // ID
		81 10 // additional information for sprite selection
		00 0F
		03
		\wx00FC 04 04 // platform sprites
		\wx00D3 05 05 // flag
		\wx00EE 06 06 // office
		\wx00D0 // else


// Buildings
	// Back building visibility
	1 * 1	02 04 2E // ID
		80
		00 // don't re-randomise
		12 // use bits 18 an 19
		04
		\wx8000
		\wx8000
		\wx8001
		\wx8000

	// Back building visibility
	1 * 1	02 04 29 // ID
		81 41 // platform info and position
		0C 0F // platform number from S
		01
		\wx002E 00 00 // if last platform S, maybe show N building
		\wx8001 // else

	// Test for platform 0
	1 * 1	02 04 28 // ID
		81 41 // platform info and position
		08 0F // platform number
		01
		\wx8001 00 00 // platform 0 - show N building
		\wx0029 // else

	// Random building overlay offset
	1 * 1	02 04 2C // ID
		80
		00 // don't re-randomise
		10 // use bit 16
		02
		\wx8000
		\wx8001

	// Front building visibility
	1 * 1	02 04 2F // ID
		81 41 // platform info and position
		0C 0F // platform number from S
		01
		\wx8001 00 00 // if last platform S, show S building
		\wx8000 // else

	// Test for platform 0
	1 * 1	02 04 2A // ID
		81 41 // platform info and position
		08 0F // platform number
		01
		\wx8000 00 00 // platform 0 - hide S building
		\wx002F // else

	// Front building variety
	1 * 1	02 04 2B // ID
		80
		00 // don't re-randomise
		11 // use bits 17 and 18
		04
		\wx8000
		\wx8001
		\wx8000
		\wx8000


// Platforms
	// Random forklifts back
	1 * 1	02 04 23 // ID
		80
		00 // don't re-randomise
		10 // use bits 16+
		10
		\wx8000
		\wx8000
		\wx8000
		\wx8000
		\wx8000
		\wx8001
		\wx8000
		\wx8000
		\wx8000
		\wx8000
		\wx8000
		\wx8000
		\wx8000
		\wx8000
		\wx8000
		\wx8000

	// Random forklifts front
	1 * 1	02 04 24 // ID
		80
		00 // don't re-randomise
		10 // use bits 16+
		08
		\wx8000
		\wx8001
		\wx8000
		\wx8000
		\wx8000
		\wx8000
		\wx8000
		\wx8000

	// Random hut
	1 * 1	02 04 27 // ID
		80
		00 // don't re-randomise
		10 // use bits 16+
		04
		\wx8001
		\wx8000
		\wx8000
		\wx8000

	// Check for building to N along platform
	1 * 1	02 04 22 // ID
		85 68 0F // station info param 0/-1; check tile to N along platform
		00 FF 3F // mask 14 bits for all tile info
		01
		\wx0027 FREIGHT_STAT 15 FREIGHT_STAT 15 // part #02/03, this station & dir.
		\wx8000 // else


// Conveyor
// Returns:
//    0 - buildings on both platforms with conveyor between then
//    1 - building on front platform with conveyor to N
//    2 - building on back platform with conveyor to S

	1 * 1	02 04 35 // ID
		81 41 // platform info and position
		08 03 // platform number (mod 4)
		02
		\wx8002 00 00
		\wx8002 02 02
		\wx8001 // else (1 or 3)

	1 * 1	02 04 34 // ID
		81 41 // platform info and position
		08 03 // platform number (mod 4)
		02
		\wx8002 00 00
		\wx8001 01 01
		\wx8000 // else (3)

	1 * 1	02 04 33 // ID
		81 41 // platform info and position
		08 03 // platform number (mod 4)
		02
		\wx8000 00 01
		\wx8002 02 02
		\wx8001 // else (3)

	1 * 1	02 04 32 // ID
		81 41 // platform info and position
		08 03 // platform number (mod 4)
		02
		\wx8002 01 01
		\wx8001 02 02
		\wx8000 // else (0 or 3)

	// Random arrangement 4 platforms wide
	1 * 1	02 04 31 // ID
		80
		00 // don't re-randomise
		00 // use bits 0+ (same for whole station)
		04 // 4 sets to choose from
		\wx0032
		\wx0033
		\wx0034
		\wx0035


	1 * 1	02 04 38 // ID
		81 41 // platform info and position
		08 03 // platform number (mod 4)
		02
		\wx8002 00 00
		\wx8001 01 01
		\wx8000 // else (2)

	1 * 1	02 04 37 // ID
		81 41 // platform info and position
		08 03 // platform number (mod 4)
		02
		\wx8000 00 00
		\wx8002 01 01
		\wx8001 // else (2)

	// Random arrangement 3 platforms wide
	1 * 1	02 04 36 // ID
		80
		00 // don't re-randomise
		00 // use bits 0+ (same for whole station)
		02 // 2 sets to choose from
		\wx0037
		\wx0038


	1 * 1	02 04 3A // ID
		81 41 // platform info and position
		08 03 // platform number (mod 4)
		01
		\wx8002 00 00
		\wx8001 // else (1)

	// Random arrangement 2 platforms wide
	1 * 1	02 04 39 // ID
		80
		00 // don't re-randomise
		00 // use bits 0+ (same for whole station)
		02 // 4 sets to choose from
		\wx003A
		\wx8000

	1 * 1	02 04 30 // ID
		81 41 // platform info and position
		14 0F // number of platforms
		03
		\wx8000 01 01
		\wx0039 02 02
		\wx0036 03 03
		\wx0031 // else (4 or more platforms)

//@@WARNING DISABLE 100

	// Platform with hut or forklift
	1 * 1	02 04 16 // ID
		85
		7E 22 // get hut visibility
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // store in register
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0009 // store in register - show/hide snow
		\2rst
		7E 23 // get back forklift visibility
		20 \wx00FF
		\2sto 1A
		20 \wx0004 // store in register
		\2rst
		7E 24 // get front forklift visibility
		20 \wx00FF
		\2sto 1A
		00 \wx0005 // store in register
		01
		\wx003B \w0 \w0
		\wx003B

	// Platform with buildings
	1 * 1	02 04 17 // ID
		85
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0009 // store in register - show/hide snow
		\2rst
		7E 28 // get back building visibility
		20 \wx00FF
		\2sto 1A
		20 \wx0001 // store in register
		\2rst
		7E 2C // get back building overlay offset
		20 \wx00FF
		\2sto 1A
		20 \wx0006 // store in register
		\2rst
		7E 2A // get front building visibility
		20 \wx00FF
		\2sto 1A
		20 \wx0002 // store in register
		\2rst
		7E 2B // get front building offset
		20 \wx00FF
		\2sto 1A
		20 \wx0007 // store in register
		\2rst
		7E B3 // get front building overlay visibility
		20 \wx00FF
		\2sto 1A
		20 \wx000C // store in register
		\2rst
		7E 2C // get front building overlay offset
		20 \wx00FF
		\2sto 1A
		00 \wx0008 // store in register
		01
		\wx003B \w0 \w0
		\wx003B

	// Platform with clock tower building
	1 * 1	02 04 18 // ID
		85
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0009 // store in register - show/hide snow
		\2rst
		4A // animation frame
		20 \wx00FF
		\2sto 1A
		00 \wx000A // store in register - flag offset
		01
		\wx003B \w0 \w0
		\wx003B

	// Platform with conveyor
	1 * 1	02 04 19 // ID
		85
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0009 // store in register - show/hide snow
		\2rst
		7E 30 // get back conveyor/building type
		20 \wx00FF
		\2sto 1A
		20 \wx0020 // store in register for later use
		\2& 1A // use AND to mask
		20 \wx0001 // mask bit 0
		\2sto 1A
		20 \wx0000 // store in register - conveyor N part visibility
		\2^ 1A // use XOR to invert
		20 \wx0001 // invert bit 0
		\2sto 1A
		20 \wx0001 // store in register - N building visibility
		\2rst
		7D 20 // read back conveyor/building type from register
		20 \wx0002 // check bit 1 (offset is 0 or 2)
		\2sto 1A
		20 \wx0007 // store in register - front building/conveyor offset
		\2u>> 1A // shift right
		20 \wx0001 // shift by 1 bit to divide by 2
		\2^ 1A // use XOR to invert
		20 \wx0001 // invert bit 0
		\2& 7E B3 // get front building overlay visibility
		20 \wx0001
		\2sto 1A
		20 \wx000C // store in register - front building overlay visibility
		\2rst
		7E 2C // get front building overlay offset
		20 \wx00FF
		\2sto 1A
		00 \wx0008 // store in register
		01
		\wx003B \w0 \w0
		\wx003B

	// Office
	1 * 1	02 04 1B // ID
		85
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		00 \wx0009 // store in register - show/hide snow
		01
		\wx003B \w0 \w0
		\wx003B

//@@WARNING ENABLE 100


	// Check for clock tower building position
	// Platform 0 - Test for 4th tile along platform
	1 * 1	02 04 26 // ID
		81 41 // platform info and position
		00 0F // position along platform from N
		01
		\wx0018 03 03 // clock tower
		\wx0017 // else

	// Test for platform 0
	1 * 1	02 04 25 // ID
		81 41 // platform info and position
		08 0F // platform number
		01
		\wx0026 00 00 // platform 0
		\wx0017 // else

	1 * 1	02 04 1A // ID
		81 68 00 // station info param 0/0 - check this tile
		0C 03 // shift and mask 2 bits for station part type
		03
		\wx0016 00 00 // part 00/01 - platform
		\wx0025 01 01 // part 02/03 - building
		\wx0019 02 02 // part 04/05 - conveyor
		\wx001B // part 06/07 - office


// Callback 14
// -----------
	// Check for clock tower building position
	// Platform 0 - Test for 4th tile along platform
	1 * 1	02 04 42 // ID
		81 41 // platform info and position
		00 0F // position along platform from N
		01
		\wx8004 03 03 // clock tower
		\wx8002 // else

	// Test for platform 0
	1 * 1	02 04 41 // ID
		81 41 // platform info and position
		08 0F // platform number
		01
		\wx0042 00 00 // platform 0
		\wx8002 // else

	1 * 1	02 04 40 // ID
		81 68 00 // station info param 0/0 - check this tile
		0C 03 // shift and mask 2 bits for station part type
		03
		\wx8000 00 00 // part 00/01 - platform
		\wx0041 01 01 // part 02/03 - building
		\wx8006 02 02 // part 04/05 - conveyor
		\wx8008 // part 06/07 - office


// Callback 24
// -----------
	// Platform 0
	1 * 1	02 04 0C // ID
		81 10 // platform info and position
		04 0F // position along platform from S
		01
		\wx8000 00 00 // platform
		\wx8002 // building

	1 * 1	02 04 0B // ID
		81 10 // platform info and position
		80 0F 00 06 // position along platform from N mod 6
		02
		\wx8004 01 01 // conveyor
		\wx000C 02 04 // building (maybe)
		\wx8000 // platform


	// Platform 1, 2 and 3
	1 * 1	02 04 15 // ID
		81 10 // platform info and position
		80 0F 00 06 // position along platform from N mod 6
		01
		\wx8006 04 04 // office
		\wx8000 // platform

	1 * 1	02 04 12 // ID
		81 10 // platform info and position
		80 0F 00 06 // position along platform from N mod 6
		01
		\wx8006 02 02 // office
		\wx8000 // platform

	1 * 1	02 04 0D // ID
		81 10 // platform info and position
		08 03 // platform number from N mod 4
		02
		\wx0015 01 01 // platform 1
		\wx0012 02 02 // platform 2
		\wx8000 // else

	1 * 1	02 04 0E // ID
		81 10 // platform info and position
		0C 0F // platform number from S
		01
		\wx8002 00 00 // building
		\wx000D // platform

	1 * 1	02 04 0A // ID
		81 10 // platform info and position
		80 0F 00 06 // position along platform from N mod 6
		02
		\wx8004 01 01 // conveyor
		\wx000E 02 04 // building (maybe)
		\wx8000 // platform


	// For short platforms (<3 long)
	1 * 1	02 04 14 // ID
		81 10 // platform info and position
		00 0F // position along platform from N
		01
		\wx8006 00 00 // office
		\wx8000 // platform

	1 * 1	02 04 07 // ID
		81 10 // platform info and position
		08 03 // platform number from N mod 4
		01
		\wx0014 00 00 // platform 0
		\wx8000 // platform


	1 * 1	02 04 09 // ID
		81 10 // platform info and position
		08 03 // platform number from N mod 4
		01
		\wx000B 00 00 // platform 0
		\wx000A // else

	1 * 1	02 04 08 // ID
		81 10 // platform info and position
		10 0F // platform length
		01
		\wx0007 01 02 // lengths 1 to 2
		\wx0009 // else

// -------------------------

	1 * 1	02 04 02 // ID
		85 0C // callback
		00 FF FF
		02
		\wx0040 \wx0014 \wx0014 // sprite layout
		\wx0021 \wx0140 \wx0140 // animation control
		\wx001A // real sprites

	// For purchase list
	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		02
		\wx800A 14 14 // sprite layout
		\wx0008 24 24 // station layout
		\wx0000 // real sprites

	1 * 1	03 04
		01 FREIGHT_STAT
		01
		FF \wx0003 // purchase list
		\wx0002
