	1 * 1	01 04 01 02
	// Purchase list
	1 images/purchaseicons.pcx 163 291 09 62 64 -31 -31 // 042D x
	1 images/purchaseicons.pcx 235 291 09 62 64 -31 -31 // 042E y

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


	1 * 1	00 04 05 01 VALUABLES_STAT
		08 "ISRA"

		// Sprite layout
		1A 08
			// 00 (x) - shed
			45
			\dx000003F4 \wx0000 // ground sprite - track
			\dx80000433 \wx0000 // back part
			00 00 00 // x/y/z offset
			10 05 0F // x/y/z extent
			\dx80000439 \wx0001 // back part snow
			00 00 80 // x/y/z offset
			03 // register
			\dx8000842D \wx0002 // shed
			00 00 00 // x/y/z offset
			10 10 20 // x/y/z extent
			12 // register
			\dx80000437 \wx0001 // shed snow
			00 00 80 // x/y/z offset
			03 // register
			\dx80000435 \wx0001 // door
			02 1E 80 // x/y/z offset
			02 // register

			// 01 (y) - shed
			45
			\dx000003F3 \wx0000 // ground sprite - track
			\dx80000434 \wx0000 // back part
			00 00 00 // x/y/z offset
			05 10 0F // x/y/z extent
			\dx8000043A \wx0001 // back part snow
			10 00 80 // x/y/z offset
			03 // register
			\dx8000842E \wx0002 // shed
			00 00 00 // x/y/z offset
			10 10 20 // x/y/z extent
			12 // register
			\dx80000438 \wx0001 // shed snow
			00 00 80 // x/y/z offset
			03 // register
			\dx80000436 \wx0001 // door
			28 1E 80 // x/y/z offset
			02 // register

			// 02 (x) - unloader
			46
			\dx000003F4 \wx0002 // ground sprite - track
			10 // register
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000042D \wx0000 // back platform part
			05 00 00 // x/y/z offset
			06 04 16 // x/y/z extent
			\dx80000433 \wx0001 // back part snow
			00 00 80 // x/y/z offset
			03 // register
			\dx8000042F \wx0000 // front platform part
			00 0B 00 // x/y/z offset
			10 05 24 // x/y/z extent
			\dx80000435 \wx0001 // front part snow
			00 00 80 // x/y/z offset
			03 // register
			\dx80008431 \wx0001 // sign (child)
			01 09 80 // x/y/z offset
			12 // register

			// 03 (y) - unloader
			46
			\dx000003F3 \wx0002 // ground sprite - track
			10 // register
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000042E \wx0000 // back platform part
			00 05 00 // x/y/z offset
			04 06 16 // x/y/z extent
			\dx80000434 \wx0001 // back part snow
			00 00 80 // x/y/z offset
			03 // register
			\dx80000430 \wx0000 // front platform part
			0B 00 00 // x/y/z offset
			05 10 24 // x/y/z extent
			\dx80000436 \wx0001 // front part snow
			00 00 80 // x/y/z offset
			03 // register
			\dx80008432 \wx0001 // sign (child)
			14 09 80 // x/y/z offset
			12 // register

			// 04 (x) - platform maybe with forklift
			42
			\dx000003F4 \wx0002 // ground sprite - track
			10 // register
			\dx8000042D \wx0040 // ground overlay sprite (child) - platforms
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000842D \wx0003 // forklift
			05 01 00 // x/y/z offset
			06 02 09 // x/y/z extent
			08 12 // registers

			// 05 (y) - platform maybe with forklift
			42
			\dx000003F3 \wx0002 // ground sprite - track
			10 // register
			\dx8000042E \wx0040 // ground overlay sprite (child) - platforms
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000842F \wx0003 // forklift
			01 05 00 // x/y/z offset
			02 06 09 // x/y/z extent
			08 12 // registers

			// 06 (x) - purchase
			41
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000842D \wx0000 // purchase list sprite
			00 00 00 // x/y/z offset
			10 10 20 // x/y/z extent

			// 07 (y) - purchase
			41
			\dx000003F3 \wx0000 // ground sprite - track
			\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 F0 // pylon placement (tile types 4 and 6)
		14 0F // wires (disable tile types 0 and 2)


// Real Sprites
// ------------
	// Test tile at current position for real sprites
	1 * 1	02 04 1E // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		03
		\wx00EB 01 01 // part 00/01 - shed A
		\wx00E9 05 05 // part 02/03 - shed C
		\wx00E8 09 09 // part 04/05 - unloader
		\wx00D1 // part 06/07 - empty or vehicle

	// Test variable 10 for real sprites
	1 * 1	02 04 1D // ID
		81 10 // additional information for sprite selection
		00 0F
		01
		\wx00FD 04 04 // ground overlay sprites
		\wx001E // else


	// Shed variety offset
	1 * 1	02 04 17 // ID
		80
		00 // don't re-randomise
		10 // use bits 16+
		10
		\wx8000
		\wx8002
		\wx8004
		\wx8000
		\wx8002
		\wx8004
		\wx8000
		\wx8002
		\wx8004
		\wx8000
		\wx8002
		\wx8004
		\wx8000
		\wx8002
		\wx8004
		\wx8000

	// Valuables unloader cc sign visibility
	1 * 1	02 04 1A // ID
		80
		00 // don't re-randomise
		00 // use bit 0
		02
		\wx8000
		\wx8001

	// Forklift variety offset
	1 * 1	02 04 18 // ID
		80
		00 // don't re-randomise
		10 // use bit 16
		02
		\wx8000
		\wx8001

	// Maybe show vehicle
	1 * 1	02 04 1E // ID
		80
		00 // don't re-randomise
		11 // use bits 17 and 18
		04
		\wx8000
		\wx8000
		\wx8000
		\wx8001

//@@WARNING DISABLE 100

// Shed sprite layout
	1 * 1	02 04 27 // ID
		85
		7E 17 // get random shed type offset
		20 \wx00FF
		\2sto 1A
		20 \wx0012 // store in register
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // store in register - show/hide snow
		\2rst
		7E BC // get door open/closed
		20 \wx00FF
		\2sto 1A
		00 \wx0002 // store in register
		01
		\wx001D \w0 \w0
		\wx001D

// Unloader sprite layout
	1 * 1	02 04 28 // ID
		85
		7E 1A // get random show/hide flag for sign
		20 \wx00FF
		\2sto 1A
		20 \wx0012 // store in register
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // store in register - show/hide snow
		\2rst
		7E BE // get normal/snow/desert offset
		20 \wx7FFF
		\2+
		7E BD // add monorail/maglev offset
		20 \wx00FF
		\2sto 1A
		00 \wx0010 // store in register
		01
		\wx001D \w0 \w0
		\wx001D

// Platform sprite layout
	1 * 1	02 04 29 // ID
		85
		7E 18 // get random forklift type offset
		20 \wx00FF
		\2sto 1A
		20 \wx0012 // store in register
		\2rst
		7E 1E // get random forklift show/hide flag
		20 \wx00FF
		\2sto 1A
		20 \wx0008 // store in register
		\2rst
		7E BE // get normal/snow/desert offset
		20 \wx7FFF
		\2+
		7E BD // add monorail/maglev offset
		20 \wx00FF
		\2sto 1A
		00 \wx0010 // store in register
		01
		\wx001D \w0 \w0
		\wx001D

//@@@WARNING ENABLE 100

	// Test tile at current position
	1 * 1	02 04 1C // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		03
		\wx0027 01 01 // part 00/01 - shed A
		\wx0027 05 05 // part 02/03 - shed C
		\wx0028 09 09 // part 04/05 - unloader
		\wx0029 // part 06/07 - empty or vehicle


// Callback 14
// -----------
	// Test tile at current position
	1 * 1	02 04 10 // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		03
		\wx8000 01 01 // part 00/01 - shed A
		\wx8000 05 05 // part 02/03 - shed C
		\wx8002 09 09 // part 04/05 - unloader
		\wx8004 // part 06/07 - empty or vehicle


// Callback 24
// -----------
	// For length > 3
	// Sheds - unless its N or S end
	1 * 1	02 04 05 // ID
		81 10 // platform info and relative position
		80 0F 00 03 // position along platform from N mod 3
		01
		\wx8002 02 02 // valuables shed C
		\wx8000 // valuables shed A

	// Unloader - unless its N or S end
	1 * 1	02 04 06 // ID
		81 10 // platform info and relative position
		80 0F 00 03 // position along platform from N mod 3
		01
		\wx8004 02 02 // valuables unloader
		\wx8006 // empty

	1 * 1	02 04 09 // ID
		81 10 // platform info and relative position
		08 03 // platform number from N mod 4
		01
		\wx0005 00 00 // sheds
		\wx0006 // else (1 or 2) - unloader

	1 * 1	02 04 0A // ID
		81 10 // platform info and relative position
		0C 0F // platform number from S
		01
		\wx0005 00 00 // southern platform - sheds
		\wx0009 // else

	1 * 1	02 04 07 // ID
		81 10 // platform info and relative position
		00 0F // position along platform from N
		01
		\wx8002 00 00 // northern end - shed C
		\wx000A // else

	1 * 1	02 04 08 // ID
		81 10 // platform info and relative position
		04 0F // position along platform from S
		01
		\wx8002 00 00 // southern end - shed C
		\wx0007 // else


	1 * 1	02 04 02 // ID
		81 0C // callback
		00 FF
		01
		\wx0010 14 14 // sprite layout
		\wx001C // real sprites

	// For purchase list
	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		02
		\wx8006 14 14 // sprite layout
		\wx0008 24 24 // station layout
		\wx0001 // real sprites

	1 * 1	03 04
		01 VALUABLES_STAT
		01
		FF \wx0003 // purchase
		\wx0002
