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

		// Sprite layout
		1A 0A
			// 00 (x) - empty
			41
			\dx000003F4 \wx0002 // ground sprite
			10 // register
			\dx80000447 \wx0002 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			03 // register

			// 01 (y) - empty
			41
			\dx000003F3 \wx0002 // ground sprite
			10 // register
			\dx80000448 \wx0002 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			03 // register

			// 02 (x) - overhead unloader
			45
			\dx000003F4 \wx0002 // ground sprite
			10 // register
			\dx80000447 \wx0002 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			03 // register
			\dx80000437 \wx0000 // unloader N
			00 00 00 // x/y/z offset
			10 05 15 // x/y/z extent
			\dx80000443 \wx0001 // unloader N snow
			06 00 80 // x/y/z offset
			02 // register
			\dx80000439 \wx0000 // unloader S
			00 0B 00 // x/y/z offset
			10 05 22 // x/y/z extent
			\dx80000445 \wx0001 // unloader S snow
			00 00 80 // x/y/z offset
			02 // register

			// 03 (y) - overhead unloader
			45
			\dx000003F3 \wx0002 // ground sprite
			10 // register
			\dx80000448 \wx0002 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			03 // register
			\dx80000438 \wx0000 // unloader N
			00 00 00 // x/y/z offset
			05 10 15 // x/y/z extent
			\dx80000444 \wx0001 // unloader N snow
			00 00 80 // x/y/z offset
			02 // register
			\dx8000043A \wx0000 // unloader S
			0B 00 00 // x/y/z offset
			05 10 22 // x/y/z extent
			\dx80000446 \wx0001 // unloader S snow
			00 00 80 // x/y/z offset
			02 // register

			// 04 (x) - building and conveyor
			45
			\dx000003F4 \wx0002 // ground sprite
			10 // register
			\dx80000447 \wx0002 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			03 // register
			\dx8000842D \wx0000 // building and conveyor
			00 00 00 // x/y/z offset
			10 04 11 // x/y/z extent
			\dx8000043B \wx0001 // building and conveyor snow
			00 0C 80 // x/y/z offset
			02 // register
			\dx8000042F \wx0001 // building rear
			09 0C 00 // x/y/z offset
			07 04 0E // x/y/z extent
			05 // register
			\dx8000043D \wx0001 // building rear snow
			00 00 80 // x/y/z offset
			02 // register

			// 05 (y) - building and conveyor
			45
			\dx000003F3 \wx0002 // ground sprite
			10 // register
			\dx80000448 \wx0002 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			03 // register
			\dx8000842E \wx0000 // building and conveyor
			00 00 00 // x/y/z offset
			04 10 11 // x/y/z extent
			\dx8000043C \wx0001 // building and conveyor snow
			14 0C 80 // x/y/z offset
			02 // register
			\dx80000430 \wx0001 // building rear
			0C 09 00 // x/y/z offset
			04 07 0E // x/y/z extent
			05 // register
			\dx8000043E \wx0001 // building rear snow
			00 00 80 // x/y/z offset
			02 // register

			// 06 (x) - buildings maybe bulldozer
			48
			\dx000003F4 \wx0002 // ground sprite
			10 // register
			\dx80000447 \wx0002 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			03 // register
			\dx80000431 \wx0001 // C front (back platform)
			00 00 00 // x/y/z offset
			07 04 14 // x/y/z extent
			06 // register
			\dx8000043B \wx0001 // C front snow
			00 00 80 // x/y/z offset
			02 // register
			\dx80000435 \wx0001 // D (back platform) - only platform 0
			07 00 00 // x/y/z offset
			04 04 0E // x/y/z extent
			04 // register
			\dx80000441 \wx0001 // D snow
			00 00 80 // x/y/z offset
			02 // register
			\dx8000042D \wx0041 // bulldozer
			04 00 00 // x/y/z offset
			08 03 0A // x/y/z extent
			07 // register
			05 // value for variable 10
			\dx80000433 \wx0001 // C rear (front platform)
			00 0C 00 // x/y/z offset
			0B 04 14 // x/y/z extent
			05 // register
			\dx8000043F \wx0001 // C rear snow
			00 00 80 // x/y/z offset
			02 // register

			// 07 (y) - buildings maybe bulldozer
			48
			\dx000003F3 \wx0002 // ground sprite
			10 // register
			\dx80000448 \wx0002 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			03 // register
			\dx80000432 \wx0001 // C front (back platform)
			00 00 00 // x/y/z offset
			04 07 14 // x/y/z extent
			06 // register
			\dx8000043C \wx0001 // C front snow
			00 00 80 // x/y/z offset
			02 // register
			\dx80000436 \wx0001 // D (back platform) - only platform 0
			00 07 00 // x/y/z offset
			04 04 0E // x/y/z extent
			04 // register
			\dx80000442 \wx0001 // D snow
			00 00 80 // x/y/z offset
			02 // register
			\dx8000042E \wx0041 // bulldozer
			00 04 00 // x/y/z offset
			03 08 0A // x/y/z extent
			07 // register
			05 // value for variable 10
			\dx80000434 \wx0001 // C rear (front platform)
			0C 00 00 // x/y/z offset
			04 0B 14 // x/y/z extent
			05 // register
			\dx80000440 \wx0001 // C rear snow
			00 00 80 // x/y/z offset
			02 // register

			// 08 (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

			// 09 (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

		0D 01 // only allow a length of 2 or more

		11 FF // pylon placement (all)


	1 * 1	01 04 01 32
	1 images/newmines7.pcx   7  450 01  34  41 -31 -16 // 042D x, conveyor (A)
	1 images/newmines7.pcx   7  492 01  34  41  -8 -16 // 042E y, conveyor (A)
	1 images/newmines7.pcx  53  450 01  21  17  -7 -11 // 042F x, conveyor building back (A)
	1 images/newmines7.pcx  53  492 01  21  17  -8 -11 // 0430 y, conveyor building back (A)
	1 images/newmines7.pcx  75  450 01  28  21 -13 -19 // 0431 x, main building front (C)
	1 images/newmines7.pcx  75  492 01  28  21  -6 -19 // 0432 y, main building front (C)
	1 images/newmines7.pcx 101  450 01  34  28 -18 -20 // 0433 x, main building back (C)
	1 images/newmines7.pcx 101  492 01  34  28  -8 -20 // 0434 y, main building back (C)

	1 images/newmines7.pcx 134  450 01  19  14  -7 -13 // 0435 x, small building (D)
	1 images/newmines7.pcx 134  492 01  19  14  -5 -13 // 0436 y, small building (D)
	1 images/newmines7.pcx 154  450 01  26  25 -26 -15 // 0437 x, unloader back
	1 images/newmines7.pcx 154  492 01  26  25   3 -15 // 0438 y, unloader back
	1 images/newmines7.pcx 184  450 01  35  35 -34 -20 // 0439 x, unloader front
	1 images/newmines7.pcx 184  492 01  35  35   1 -20 // 043A y, unloader front

	1 images/newmines7.pcx 225  450 01  14  21   0   0 // 043B x, conveyor (A) and building front (C) snow
	1 images/newmines7.pcx 225  492 01  14  21   0   0 // 043C y, conveyor (A) and building front (C) snow
	1 images/newmines7.pcx 250  450 01  10  17   0   0 // 043D x, conveyor building back (A) snow
	1 images/newmines7.pcx 250  492 01  10  17   0   0 // 043E y, conveyor building back (A) snow
	1 images/newmines7.pcx 271  450 01  22  28   0   0 // 043F x, building back (C) snow
	1 images/newmines7.pcx 271  492 01  22  28   0   0 // 0440 y, building back (C) snow

	1 images/newmines7.pcx 304  450 01  10  14   0   0 // 0441 x, small building (D) snow
	1 images/newmines7.pcx 304  492 01  10  14   0   0 // 0442 y, small building (D) snow
	1 images/newmines7.pcx 323  450 01  11  19   0   0 // 0443 x, unloader back snow
	1 images/newmines7.pcx 323  492 01  11  19   0   0 // 0444 y, unloader back snow
	1 images/newmines7.pcx 346  450 01  17  35   0   0 // 0445 x, unloader front snow
	1 images/newmines7.pcx 346  492 01  17  35   0   0 // 0446 y, unloader front snow

	1 images/newmines7.pcx   7  533 01  31  64 -31   0 // 0447 x, N normal rail
	1 images/newmines7.pcx 214  533 01  31  64 -31   0 // 0448 y, N normal rail
	1 images/newmines7.pcx  76  533 01  31  64 -31   0 // 0449 x, M normal rail
	1 images/newmines7.pcx 283  533 01  31  64 -31   0 // 044A y, M normal rail
	1 images/newmines7.pcx 145  533 01  31  64 -31   0 // 044B x, S normal rail
	1 images/newmines7.pcx 352  533 01  31  64 -31   0 // 044C y, S normal rail

	1 images/newmines7.pcx   7  569 01  31  64 -31   0 // 044D x, N monorail
	1 images/newmines7.pcx 214  569 01  31  64 -31   0 // 044E y, N monorail
	1 images/newmines7.pcx  76  569 01  31  64 -31   0 // 044F x, M monorail
	1 images/newmines7.pcx 283  569 01  31  64 -31   0 // 0450 y, M monorail
	1 images/newmines7.pcx 145  569 01  31  64 -31   0 // 0451 x, S monorail
	1 images/newmines7.pcx 352  569 01  31  64 -31   0 // 0452 y, S monorail

	1 images/newmines7.pcx   7  605 01  31  64 -31   0 // 0453 x, N maglev
	1 images/newmines7.pcx 214  605 01  31  64 -31   0 // 0454 y, N maglev
	1 images/newmines7.pcx  76  605 01  31  64 -31   0 // 0455 x, M maglev
	1 images/newmines7.pcx 283  605 01  31  64 -31   0 // 0456 y, M maglev
	1 images/newmines7.pcx 145  605 01  31  64 -31   0 // 0457 x, S maglev
	1 images/newmines7.pcx 352  605 01  31  64 -31   0 // 0458 y, S maglev

	1 images/newmines7.pcx   7  641 01  31  64 -31   0 // 0459 x, N fine scale rail
	1 images/newmines7.pcx 214  641 01  31  64 -31   0 // 045A y, N fine scale rail
	1 images/newmines7.pcx  76  641 01  31  64 -31   0 // 045B x, M fine scale rail
	1 images/newmines7.pcx 283  641 01  31  64 -31   0 // 045C y, M fine scale rail
	1 images/newmines7.pcx 145  641 01  31  64 -31   0 // 045D x, S fine scale rail
	1 images/newmines7.pcx 352  641 01  31  64 -31   0 // 045E y, S fine scale rail

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

	1 * 1	01 04 01 02
	// Purchase list
	1 images/purchaseicons.pcx 19 221 09 62 64 -31 -31 // 042D x
	1 images/purchaseicons.pcx 91 221 09 62 64 -31 -31 // 042E y

	1 * 1	02 04 0A // ID
		00 01 // Number of sets (little and lots)
		\w0


// Real Sprites
// ------------
	// Test variable 10 for real sprites
	1 * 1	02 04 1D // ID
		81 10 // additional information for sprite selection
		00 0F
		01
		\wx00CE 05 05 // bulldozer sprites
		\wx0000 // mineral unloader sprites

// Building (station part 6/7)
	// Test tile on platform to north is building to show/hide building D on platform 0
	1 * 1	02 04 3F // ID
		85 68 F0 // station info param -1/0; check tile on platform to N
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8000 MINERAL_UNLOADER 35 MINERAL_UNLOADER 35 // part 06/07 - hide building
		\wx8001 // show building

	// Test tile on platform to south is building to show/hide back part of building
	1 * 1	02 04 19 // ID
		85 68 10 // station info param 1/0; check tile on platform to S
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8001 MINERAL_UNLOADER 35 MINERAL_UNLOADER 35 // part 06/07 - show building
		\wx8000 // hide building


// Building/bulldozer replacing overhead unloader (station part 2/3)
	// Bulldozer
	1 * 1	02 04 0F // ID
		80
		00 // don't re-randomise
		10 // use bit 16
		02
		\wx8000
		\wx8001

	1 * 1	02 04 17 // ID
		81 41 // platform info and relative position
		0C 0F // platform number from S
		01
		\wx8000 00 00 // south platform
		\wx000F // else

	1 * 1	02 04 18 // ID
		81 41 // platform info and relative position
		08 01 // platform number from N mod 2
		01
		\wx0017 00 00 // even
		\wx8000 // odd

	1 * 1	02 04 40 // ID
		81 41 // platform info and relative position
		14 0F // number of platforms
		01
		\wx8001 01 01 // only 1 platform
		\wx0018 // else

	// Building C back
	1 * 1	02 04 45 // ID
		81 41 // platform info and relative position
		0C 0F // platform number from S
		01
		\wx8000 00 00 // south platform
		\wx8001 // else

	1 * 1	02 04 44 // ID
		81 41 // platform info and relative position
		08 01 // platform number from N mod 2
		01
		\wx0045 00 00 // even
		\wx8000 // odd

	1 * 1	02 04 43 // ID
		81 41 // platform info and relative position
		14 0F // number of platforms
		01
		\wx8000 01 01 // only 1 platform
		\wx0044 // else

	// Building C front
	1 * 1	02 04 47 // ID
		81 41 // platform info and relative position
		08 01 // platform number from N mod 2
		01
		\wx8000 00 00 // even
		\wx8001 // odd

	1 * 1	02 04 46 // ID
		81 41 // platform info and relative position
		14 0F // number of platforms
		01
		\wx8000 01 01 // only 1 platform
		\wx0047 // else


// Conveyor (station part 2/3)
	// Test tile on platform to south is conveyor to show/hide back of conveyor building
	1 * 1	02 04 16 // ID
		85 68 10 // station info param 1/0; check tile on platform to S
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8001 MINERAL_UNLOADER 25 MINERAL_UNLOADER 25 // part 04/05 - show building
		\wx8000 // hide building


// Ground overlay
	// Returns ground overlay offset
	// If tile to north is not part of this station this is a north end.
	1 * 1	02 04 3E // ID
		85 68 0F // station info param 0/-1; check tile along platform to N
		00 \wx0FFF // mask 12 bits for tile ID, type, and direction
		01
		\wx8002 MINERAL_UNLOADER 05 MINERAL_UNLOADER 05
		\wx8000 // N end

	// If tile to south is not part of this station this is a south end.
	1 * 1	02 04 42 // ID
		85 68 01 // station info param 0/1; check tile along platform to S
		00 \wx0FFF // mask 12 bits for tile ID, type, and direction
		01
		\wx003E MINERAL_UNLOADER 05 MINERAL_UNLOADER 05
		\wx8004 // S end

	// For monorail check if sprites have been replaced by old type rail grf
	1 * 1	02 04 3A // ID
		81 7F 14 // read parameter 14
		00 FF
		01
		\wx8006 02 02 // monorail (offset 6)
		\wx8000 // normal rail (offset 0)

	// For maglev check if sprites have been replaced by old type rail grf
	1 * 1	02 04 3B // ID
		81 7F 15 // read parameter 15
		00 FF
		01
		\wx800C 03 03 // maglev (offset 12)
		\wx8000 // normal rail (offset 0)

	// Test for track type
	1 * 1	02 04 3C // ID
		81 42 // terrain and track type
		08 FF
		02
		\wx003A 02 02 // monorail
		\wx003B 03 03 // maglev
		\wx8000 // normal rail (offset 0)

	// Show overlay for fine scale railtypes grf (pb_trax, xUSSR)
	1 * 1	02 04 3D // ID
		81
		7F 16 // read parameter 16
		00 FF
		01
		\wx8012 01 01 // fine scale rail set (offset 18)
		\wx003C // else

//@@WARNING DISABLE 170
//@@WARNING DISABLE 100

	// Empty
	1 * 1	02 04 35 // ID
		85
		7E 3D // get railtype sprite offset
		20 \wx00FF
		\2+
		7E 42 // add position sprite offset
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // store in register - ground overlay sprite offset
		\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 - ground sprite offset
		01
		\wx001D \w0 \w0
		\wx001D

	// Overhead unloader
	1 * 1	02 04 36 // ID
		85
		7E 3D // get railtype sprite offset
		20 \wx00FF
		\2+
		7E 42 // add position sprite offset
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // store in register - ground overlay sprite offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0002 // 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 - ground sprite offset
		01
		\wx001D \w0 \w0
		\wx001D

	// Building and conveyor
	1 * 1	02 04 37 // ID
		85
		7E 3D // get railtype sprite offset
		20 \wx00FF
		\2+
		7E 42 // add position sprite offset
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // store in register - ground overlay sprite offset
		\2rst
		7E 16 // get show/hide flag for rear of building
		20 \wx00FF
		\2sto 1A
		20 \wx0005 // store in register
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0002 // 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 - ground sprite offset
		01
		\wx001D \w0 \w0
		\wx001D

	// Buildings
	1 * 1	02 04 38 // ID
		85
		7E 3D // get railtype sprite offset
		20 \wx00FF
		\2+
		7E 42 // add position sprite offset
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // store in register - ground overlay sprite offset
		\2rst
		1A // all bits on
		20 \wx0001 // show
		\2sto 1A
		20 \wx0006 // store in register - show building C
		\2rst
		7E 19 // get show/hide flag for rear of building C
		20 \wx00FF
		\2sto 1A
		20 \wx0005 // store in register
		\2rst
		7E 3F // get show/hide flag for small building D
		20 \wx00FF
		\2sto 1A
		20 \wx0004 // store in register
		\2rst
		1A // all bits on
		20 \wx0000 // hide
		\2sto 1A
		20 \wx0007 // store in register - show/hide flag for bulldozer
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0002 // 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 - ground sprite offset
		01
		\wx001D \w0 \w0
		\wx001D

	// Building C with bulldozer
	1 * 1	02 04 39 // ID
		85
		7E 3D // get railtype sprite offset
		20 \wx00FF
		\2+
		7E 42 // add position sprite offset
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // store in register - ground overlay sprite offset
		\2rst
		7E 46 // get show/hide flag for building C
		20 \wx00FF
		\2sto 1A
		20 \wx0006 // store in register - hide building C
		\2rst
		7E 43 // get show/hide flag for rear of building C
		20 \wx00FF
		\2sto 1A
		20 \wx0005 // store in register
		\2rst
		1A // all bits on
		20 \wx0000 // hide small building D
		\2sto 1A
		20 \wx0004 // store in register
		\2rst
		7E 40 // get show/hide flag for bulldozer
		20 \wx00FF
		\2sto 1A
		20 \wx0007 // store in register
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0002 // 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 - ground sprite offset
		01
		\wx001D \w0 \w0
		\wx001D

//@@WARNING ENABLE 170
//@@WARNING ENABLE 100

// Overhead unloader - the unloader requires a conveyor to the south
// if there is no conveyor show building\bulldozer instead
	// Test tile to south is conveyor
	1 * 1	02 04 1F // ID
		85 68 01 // station info param 0/1; check tile along platform to S
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx0036 MINERAL_UNLOADER 25 MINERAL_UNLOADER 25 // part 04/05 - overhead unloader
		\wx0039 // bulldozer/building

	// Test tile at current position
	1 * 1	02 04 1A // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		03
		\wx0035 01 01 // part 00/01 - empty (ends)
		\wx001F 05 05 // part 02/03 - overhead unloader
		\wx0037 09 09 // part 04/05 - conveyor
		\wx0038 // part 06/07 - building


// Callback 14 - Sprite layout
// ---------------------------
	// Test tile to south is conveyor
	1 * 1	02 04 11 // ID
		85 68 01 // station info param 0/1; check tile along platform to S
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8002 MINERAL_UNLOADER 25 MINERAL_UNLOADER 25 // part 04/05 - overhead unloader
		\wx8006 // bulldozer/building

	// 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 - empty (ends)
		\wx0011 05 05 // part 02/03 - overhead unloader
		\wx8004 09 09 // part 04/05 - conveyor
		\wx8006 // part 06/07 - building


// Callback 24 - Station layout
// ----------------------------
	1 * 1	02 04 08 // ID
		81 10 // platform info and relative position
		80 0F 00 03 // position along platform from N mod 3
		02
		\wx8002 01 01 // overhead unloader
		\wx8004 02 02 // conveyor
		\wx8006 // building

	// For platform length >4
	1 * 1	02 04 07 // ID
		81 10 // platform info and relative position
		00 0F // position along platform from N
		01
		\wx8000 00 00 // northern end - empty
		\wx0008 // else

	// For platform length 2 or 3
	1 * 1	02 04 06 // ID
		81 10 // platform info and relative position
		00 0F // position along platform from N
		01
		\wx8004 00 00 // northern end - conveyor
		\wx8006 // building

	1 * 1	02 04 05 // ID
		81 10 // platform info and relative position
		10 0F // platform length
		01
		\wx0006 02 03 // platform length 2 or 3
		\wx0007 // else

	1 * 1	02 04 04 // ID
		81 10 // platform info and relative position
		04 0F // position along platform from S
		01
		\wx8000 00 00 // southern end - empty
		\wx0005 // else

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

	1 * 1	02 04 02 // ID
		81 0C // callback
		00 FF
		01
		\wx0010 14 14 // sprite layout
		\wx001A // real sprites

	// For purchase list
	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		02
		\wx8008 14 14 // sprite layout
		\wx0004 24 24 // station layout
		\wx000A // real sprites

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