	1 * 1	01 04 01 12
	1 images/newmines7.pcx   7  201 01  71  36 -31 -51 // 042D x, silo
	1 images/newmines7.pcx  54  201 01  40  36 -27 -32 // 042E x, bridge (from silo)
	1 images/newmines7.pcx 191  201 01  72  38  -5 -52 // 042F y, silo
	1 images/newmines7.pcx 235  201 01  40  36  -6 -33 // 0430 y, bridge (from silo)
	1 images/newmines7.pcx 121  201 01  16   9  -7 -10 // 0431 x, pillar
	1 images/newmines7.pcx 140  201 01  44  42 -33 -36 // 0432 x, bridge (continuation)
	1 images/newmines7.pcx 284  201 01  16   9   1 -11 // 0433 y, pillar
	1 images/newmines7.pcx 322  201 01  44  42  -6 -37 // 0434 y, bridge (continuation)
	1 images/newmines7.pcx 369  201 01  29  40 -31 -10 // 0435 x, building
	1 images/newmines7.pcx 412  201 01  29  40  -7 -10 // 0436 y, building

	1 images/newmines7.pcx   7  153 01  42  36   0   0 // 0437 x, silo snow
	1 images/newmines7.pcx  47  153 01  20  36   0   0 // 0438 x, bridge (from silo) snow
	1 images/newmines7.pcx 138  153 01  43  38   0   0 // 0439 y, silo snow
	1 images/newmines7.pcx 179  153 01  20  36   0   0 // 043A y, bridge (from silo) snow
	1 images/newmines7.pcx  87  153 01  24  42   0   0 // 043B x, bridge (continuation) snow
	1 images/newmines7.pcx 218  153 01  24  42   0   0 // 043C y, bridge (continuation) snow
	1 images/newmines7.pcx 266  153 01  23  40   0   0 // 043D x, building snow
	1 images/newmines7.pcx 309  153 01  23  40   0   0 // 043E y, building snow

	1 * 1	02 04 0D // ID
		00 01
		\w0

	1 * 1	01 04 01 02
	// Purchase list
	1 images/purchaseicons.pcx 163  81 09 62 64 -31 -31 // 042D x
	1 images/purchaseicons.pcx 235  81 09 62 64 -31 -31 // 042E y

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


	1 * 1	00 04 06 01 MINERAL_SILO
		08 "ISRA"

		// Sprite layout
		1A 0A
			// 00 (x) - platforms with mineral piles
			43
			\dx000003F4 \wx0002 // ground sprite
			10 // register
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000842D \wx0046 // back mineral pile
			00 00 00 // x/y/z offset
			10 05 0A // x/y/z extent
			05 12 // registers
			05 // value for variable 10
			\dx8000842D \wx0046 // front mineral pile
			00 0B 00 // x/y/z offset
			10 05 0A // x/y/z extent
			06 12 // registers
			05 // value for variable 10

			// 01 (y) - platforms with mineral piles
			43
			\dx000003F3 \wx0002 // ground sprite
			10 // register
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000842F \wx0046 // back mineral pile
			00 00 00 // x/y/z offset
			05 10 0A // x/y/z extent
			05 12 // registers
			05 // value for variable 10
			\dx8000842F \wx0046 // front mineral pile
			0B 00 00 // x/y/z offset
			05 10 0A // x/y/z extent
			06 12 // registers
			05 // value for variable 10

			// 02 (x) - platforms with small building
			44
			\dx000003F4 \wx0002 // ground sprite
			10 // register
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx80008435 \wx0000 // small building
			00 00 00 // x/y/z offset
			10 05 0C // x/y/z extent
			\dx8000043D \wx0001 // small building snow
			00 00 80 // x/y/z offset
			03 // register
			\dx8000842D \wx0046 // front mineral pile
			00 0B 00 // x/y/z offset
			10 05 0A // x/y/z extent
			05 12 // registers
			05 // value for variable 10

			// 03 (y) - platforms with small building
			44
			\dx000003F3 \wx0002 // ground sprite
			10 // register
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx80008436 \wx0000 // small building
			00 00 00 // x/y/z offset
			05 10 0C // x/y/z extent
			\dx8000043E \wx0001 // small building snow
			00 00 80 // x/y/z offset
			03 // register
			\dx8000842F \wx0046 // front mineral pile
			0B 00 00 // x/y/z offset
			05 10 0A // x/y/z extent
			05 12 // registers
			05 // value for variable 10

			// 04 (x) - silo building
			45
			\dx000003F4 \wx0002 // ground sprite
			10 // register
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000042D \wx0000 // silo
			00 00 00 // x/y/z offset
			10 05 39 // x/y/z extent
			\dx80000437 \wx0001 // silo snow
			00 00 80 // x/y/z offset
			03 // register
			\dx8000042E \wx0000 // bridge
			00 0B 00 // x/y/z offset
			10 05 2C // x/y/z extent
			\dx80000438 \wx0001 // bridge snow
			00 00 80 // x/y/z offset
			03 // register

			// 05 (y) - silo building
			45
			\dx000003F3 \wx0002 // ground sprite
			10 // register
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000042F \wx0000 // silo
			00 00 00 // x/y/z offset
			05 10 39 // x/y/z extent
			\dx80000439 \wx0001 // silo snow
			00 00 80 // x/y/z offset
			03 // register
			\dx80000430 \wx0000 // bridge
			0B 00 00 // x/y/z offset
			05 10 2C // x/y/z extent
			\dx8000043A \wx0001 // bridge snow
			00 00 80 // x/y/z offset
			03 // register

			// 06 (x) - silo overhead bridge
			44
			\dx000003F4 \wx0002 // ground sprite
			10 // register
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx80000431 \wx0000 // pillar
			00 00 00 // x/y/z offset
			06 05 10 // x/y/z extent
			\dx80000432 \wx0000 // bridge
			00 0B 00 // x/y/z offset
			10 05 30 // x/y/z extent
			\dx8000043B \wx0001 // bridge snow
			00 00 80 // x/y/z offset
			03 // register

			// 07 (y) - silo overhead bridge
			44
			\dx000003F3 \wx0002 // ground sprite
			10 // register
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx80000433 \wx0000 // pillar
			00 00 00 // x/y/z offset
			05 06 10 // x/y/z extent
			\dx80000434 \wx0000 // bridge
			0B 00 00 // x/y/z offset
			05 10 30 // x/y/z extent
			\dx8000043C \wx0001 // bridge snow
			00 00 80 // x/y/z offset
			03 // 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

		10 \w400 // little/lots threshold

		11 FF // pylon placement (all)

		12 \dx03C04102 // cargo types for randomisation triggers


// Real Sprites
// ------------

	// Test variable 10 for real sprites
	1 * 1	02 04 1B // ID
		81 10 // additional information for sprite selection
		00 0F
		02
		\wx00FD 04 04 // ground overlay sprites
		\wx00E6 05 05 // mineral pile sprites
		\wx000D // building sprites

	// Test variable 10 for real sprites - empty
	1 * 1	02 04 1C // ID
		81 10 // additional information for sprite selection
		00 0F
		02
		\wx00FD 04 04 // ground overlay sprites
		\wx00E5 05 05 // mineral pile sprites
		\wx000D // building sprites


// Random offset for mineral pile variety - back
	1 * 1	02 04 25 // ID
		80
		00 // no more cargo (triggered by random in graphics chain)
		10 // use bit 16
		02
		\wx8000
		\wx8001

// Random offset for mineral pile variety - front
	1 * 1	02 04 26 // ID
		80
		00 // no more cargo (triggered by random in graphics chain)
		11 // use bit 17
		02
		\wx8000
		\wx8001

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

	// Coal
	1 * 1	02 04 10 // ID
		85
		7F 10 // read parameter for recolour sprite base
		20 \wx7FFF
		\2+
		1A // all bits on
		20 \w6 // add offset of recolour sprite for coal
		\2sto 1A
		20 \wx0012 // store in register - recolour offset
		\2rst
		7E 25 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0005 // store in register - variety offset
		\2rst
		7E 26 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0006 // store in register - variety offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // 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 - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

	// Iron ore
	1 * 1	02 04 11 // ID
		85
		1A // all bits on
		20 \wx0000 // no recolour needed for iron ore
		\2sto 1A
		20 \wx0012 // store in register - recolour offset
		\2rst
		7E 25 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0005 // store in register - variety offset
		\2rst
		7E 26 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0006 // store in register - variety offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // 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 - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

	// Copper ore
	1 * 1	02 04 12 // ID
		85
		7F 10 // read parameter for recolour sprite base
		20 \wx7FFF
		\2+
		1A // all bits on
		20 \w7 // add offset of recolour sprite for copper ore
		\2sto 1A
		20 \wx0012 // store in register - recolour offset
		\2rst
		7E 25 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0005 // store in register - variety offset
		\2rst
		7E 26 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0006 // store in register - variety offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // 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 - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

	// Clay
	1 * 1	02 04 13 // ID
		85
		7F 10 // read parameter for recolour sprite base
		20 \wx7FFF
		\2+
		1A // all bits on
		20 \w8 // add offset of recolour sprite for clay
		\2sto 1A
		20 \wx0012 // store in register - recolour offset
		\2rst
		7E 25 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0005 // store in register - variety offset
		\2rst
		7E 26 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0006 // store in register - variety offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // 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 - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

	// Gravel
	1 * 1	02 04 14 // ID
		85
		7F 10 // read parameter for recolour sprite base
		20 \wx7FFF
		\2+
		1A // all bits on
		20 \w9 // add offset of recolour sprite for gravel
		\2sto 1A
		20 \wx0012 // store in register - recolour offset
		\2rst
		7E 25 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0005 // store in register - variety offset
		\2rst
		7E 26 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0006 // store in register - variety offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // 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 - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

	// Limestone
	1 * 1	02 04 15 // ID
		85
		7F 10 // read parameter for recolour sprite base
		20 \wx7FFF
		\2+
		1A // all bits on
		20 \w10 // add offset of recolour sprite for limestone
		\2sto 1A
		20 \wx0012 // store in register - recolour offset
		\2rst
		7E 25 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0005 // store in register - variety offset
		\2rst
		7E 26 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0006 // store in register - variety offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // 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 - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

	// Sand
	1 * 1	02 04 16 // ID
		85
		7F 10 // read parameter for recolour sprite base
		20 \wx7FFF
		\2+
		1A // all bits on
		20 \w11 // add offset of recolour sprite for sand
		\2sto 1A
		20 \wx0012 // store in register - recolour offset
		\2rst
		7E 25 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0005 // store in register - variety offset
		\2rst
		7E 26 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0006 // store in register - variety offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // 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 - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

	// Bauxite
	1 * 1	02 04 17 // ID
		85
		7F 10 // read parameter for recolour sprite base
		20 \wx7FFF
		\2+
		1A // all bits on
		20 \w12 // add offset of recolour sprite for bauxite
		\2sto 1A
		20 \wx0012 // store in register - recolour offset
		\2rst
		7E 25 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0005 // store in register - variety offset
		\2rst
		7E 26 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0006 // store in register - variety offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // 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 - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

	// Nitrates
	1 * 1	02 04 18 // ID
		85
		7F 10 // read parameter for recolour sprite base
		20 \wx7FFF
		\2+
		1A // all bits on
		20 \w13 // add offset of recolour sprite for nitrates
		\2sto 1A
		20 \wx0012 // store in register - recolour offset
		\2rst
		7E 25 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0005 // store in register - variety offset
		\2rst
		7E 26 // get random layout
		20 \wx7FFF
		\2sto 1A
		20 \wx0006 // store in register - variety offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // 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 - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

	// Empty
	1 * 1	02 04 1E // ID
		85
		1A // all bits on
		20 \wx0000 // val = 0
		\2sto 1A
		20 \wx0012 // store in register - recolour offset
		\2sto 1A
		20 \wx0005 // store in register - variety offset
		\2sto 1A
		20 \wx0006 // store in register - variety offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // 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 - ground sprite offset
		01
		\wx001C \w0 \w0
		\wx001C

	// Silo building/overhaed conveyor
	1 * 1	02 04 20 // ID
		85
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // 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 - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

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

	// Test tile at current posn. - coal
	1 * 1	02 04 40 // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		02
		\wx0020 01 01 // part 00/01 - silo building
		\wx0020 05 05 // part 02/03 - conveyor
		\wx0010 // part 04/05 or 06/07 - platforms

	// Test tile at current posn. - iron ore
	1 * 1	02 04 41 // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		02
		\wx0020 01 01 // part 00/01 - silo building
		\wx0020 05 05 // part 02/03 - conveyor
		\wx0011 // part 04/05 or 06/07 - platforms

	// Test tile at current posn. - copper ore
	1 * 1	02 04 42 // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		02
		\wx0020 01 01 // part 00/01 - silo building
		\wx0020 05 05 // part 02/03 - conveyor
		\wx0012 // part 04/05 or 06/07 - platforms

	// Test tile at current posn. - clay
	1 * 1	02 04 43 // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		02
		\wx0020 01 01 // part 00/01 - silo building
		\wx0020 05 05 // part 02/03 - conveyor
		\wx0013 // part 04/05 or 06/07 - platforms

	// Test tile at current posn. - gravel
	1 * 1	02 04 44 // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		02
		\wx0020 01 01 // part 00/01 - silo building
		\wx0020 05 05 // part 02/03 - conveyor
		\wx0014 // part 04/05 or 06/07 - platforms

	// Test tile at current posn. - limestone
	1 * 1	02 04 45 // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		02
		\wx0020 01 01 // part 00/01 - silo building
		\wx0020 05 05 // part 02/03 - conveyor
		\wx0015 // part 04/05 or 06/07 - platforms

	// Test tile at current posn. - sand
	1 * 1	02 04 46 // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		02
		\wx0020 01 01 // part 00/01 - silo building
		\wx0020 05 05 // part 02/03 - conveyor
		\wx0016 // part 04/05 or 06/07 - platforms

	// Test tile at current posn. - bauxite
	1 * 1	02 04 47 // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		02
		\wx0020 01 01 // part 00/01 - silo building
		\wx0020 05 05 // part 02/03 - conveyor
		\wx0017 // part 04/05 or 06/07 - platforms

	// Test tile at current posn. - nitrates
	1 * 1	02 04 48 // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		02
		\wx0020 01 01 // part 00/01 - silo building
		\wx0020 05 05 // part 02/03 - conveyor
		\wx0018 // part 04/05 or 06/07 - platforms

	// Test tile at current posn. - empty
	1 * 1	02 04 4E // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		02
		\wx0020 01 01 // part 00/01 - silo building
		\wx0020 05 05 // part 02/03 - conveyor
		\wx001E // part 04/05 or 06/07 - platforms

// Callback 14
// -----------

	// Test tile at current posn.
	1 * 1	02 04 0A // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		03
		\wx8004 01 01 // part 00/01 - silo building
		\wx8006 05 05 // part 02/03 - conveyor
		\wx8002 09 09 // part 04/05 - platform building
		\wx8000 // part 06/07 - mineral platform


// Callback 24
// -----------

	1 * 1	02 04 09 // ID
		81 10 // platform info and relative position
		08 03 // platform number from N mod 4
		01
		\wx8004 00 00 // platform building
		\wx8006 // mineral platform

	1 * 1	02 04 08 // ID
		81 10 // platform info and relative position
		08 03 // platform number from N mod 4
		01
		\wx8000 00 00 // silo building
		\wx8002 // overhead convyor

	// For platform length >4
	1 * 1	02 04 07 // ID
		81 10 // platform info and relative position
		00 03 // position along platform from N
		01
		\wx0008 01 01 // 1 tile from N - silo
		\wx0009 // 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
		\wx0008 00 00 // northern end - silo
		\wx0009 // else

	1 * 1	02 04 05 // ID
		81 10 // platform info and relative position
		10 0F // platform length
		01
		\wx0006 00 02 // platform length < 3
		\wx0007 // else

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


	// Callback handlers
	1 * 1	02 04 30 // ID
		81 0C // callback
		00 FF
		01
		\wx000A 14 14 // sprite layout
		\wx0040 // real sprites - coal

	1 * 1	02 04 31 // ID
		81 0C // callback
		00 FF
		01
		\wx000A 14 14 // sprite layout
		\wx0041 // real sprites - iron ore

	1 * 1	02 04 32 // ID
		81 0C // callback
		00 FF
		01
		\wx000A 14 14 // sprite layout
		\wx0042 // real sprites - copper ore

	1 * 1	02 04 33 // ID
		81 0C // callback
		00 FF
		01
		\wx000A 14 14 // sprite layout
		\wx0043 // real sprites - clay

	1 * 1	02 04 34 // ID
		81 0C // callback
		00 FF
		01
		\wx000A 14 14 // sprite layout
		\wx0044 // real sprites - gravel

	1 * 1	02 04 35 // ID
		81 0C // callback
		00 FF
		01
		\wx000A 14 14 // sprite layout
		\wx0045 // real sprites - limestone

	1 * 1	02 04 36 // ID
		81 0C // callback
		00 FF
		01
		\wx000A 14 14 // sprite layout
		\wx0046 // real sprites - sand

	1 * 1	02 04 37 // ID
		81 0C // callback
		00 FF
		01
		\wx000A 14 14 // sprite layout
		\wx0047 // real sprites - bauxite

	1 * 1	02 04 38 // ID
		81 0C // callback
		00 FF
		01
		\wx000A 14 14 // sprite layout
		\wx0048 // real sprites - nitrates

	// For purchase list
	1 * 1	02 04 3F // ID
		81 0C // callback
		00 FF
		02
		\wx8008 14 14 // sprite layout - purchase
		\wx0005 24 24 // station layout
		\wx0000 // real sprites

//@@WARNING DISABLE 113

	// Random action 2 outside callback triggers re-randomisation
	1 * 1	02 04 07 // ID
		80
		02 // no more cargo
		10 // trigger bits 16 to 19
		10
		\wx004E
		\wx004E
		\wx004E
		\wx004E
		\wx004E
		\wx004E
		\wx004E
		\wx004E
		\wx004E
		\wx004E
		\wx004E
		\wx004E
		\wx004E
		\wx004E
		\wx004E
		\wx004E

//@@WARNING ENABLE 113

	// No suitable cargo
	1 * 1	02 04 3E // ID
		81 0C // callback
		00 FF
		01
		\wx000A 14 14 // sprite layout
		\wx0007 // real sprites - empty

	1 * 1	03 04
		01 MINERAL_SILO
		0A
		01 \wx0030 // coal
		08 \wx0031 // iron ore
		0E \wx0032 // copper ore
		16 \wx0033 // clay
		17 \wx0034 // gravel
		18 \wx0035 // limestone
		19 \wx0036 // sand
		28 \wx0037 // bauxite
		3A \wx0038 // nitrates
		FF \wx003F // purchase
		\wx003E // no suitable cargo
