	1 * 1	00 04 05 01 VALUABLES_UNLOADER
		08 "ISRF"

		// Sprite layout
		1A 04
			// 00 (x)
			46
			\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 // 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
			02 // register

			// 01 (y)
			46
			\dx000003F3 \wx0002 // ground sprite
			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
			02 // register

			// 02 (x) - purchase
			44
			\dx000003F4 \wx0000 // ground sprite
			\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
			\dx8000042F \wx0000 // front platform part
			00 0B 00 // x/y/z offset
			10 05 24 // x/y/z extent
			\dx80008431 \wx0000 // sign (child)
			01 09 80 // x/y/z offset

			// 03 (y) - purchase
			44
			\dx000003F3 \wx0000 // ground sprite
			\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
			\dx80000430 \wx0000 // front platform part
			0B 00 00 // x/y/z offset
			05 10 24 // x/y/z extent
			\dx80008432 \wx0000 // sign (child)
			14 09 80 // x/y/z offset

		0B 02 // use callback to determine layout

		0D FE // only allow a platform length of 1

		11 FF // pylon placement (all)


	// Test variable 10 for real sprites
	1 * 1	02 04 1B // ID
		81 10 // additional information for sprite selection
		00 0F
		01
		\wx00FD 04 04 // ground overlay sprites
		\wx00E8 // valuables sprites

	1 * 1	02 04 01 // ID
		80
		00 // don't re-randomise
		10 // use bit 16
		02
		\wx8000
		\wx8001

//@@WARNING DISABLE 100

	1 * 1	02 04 15 // ID
		85
		7E 01 // get sign show/hide flag
		20 \wx00FF
		\2sto 1A
		20 \wx0002 // 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 - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

//@@WARNING ENABLE 100

	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0015 // real sprites

 // For purchase list
	1 * 1	02 04 05 // ID
		81 0C // callback
		00 FF
		01
		\wx8002 14 14 // sprite layout
		\wx001B // real sprites

	1 * 1	03 04
		01 VALUABLES_UNLOADER
		01
		FF \wx0005 // purchase
		\wx0003


	1 * 1	00 04 07 01 UNLOADER_NON_TRACK
		08 "ISRF"

		// Sprite layout
		1A 02
			// 00 (x)
			46
			\dx00000F8D \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 // back 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 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
			02 // register

			// 01 (y)
			46
			\dx00000F8D \wx0002 // ground sprite
			10 // register
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000042E \wx0000 // back 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 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
			02 // register

		0B 02 // use callback to determine layout

		0D FE // only allow a platform length of 1

		11 00 // no pylons
		14 FF // no wires

		15 FF // prevent trains entering the tile from any direction


	// Test variable 10 for real sprites
	1 * 1	02 04 1B // ID
		81 10 // additional information for sprite selection
		00 0F
		01
		\wx00FF 04 04 // ground overlay sprites
		\wx00E8 // valuables sprites

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

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

	1 * 1	02 04 15 // ID
		85
		7E 02 // get sign show/hide flag
		20 \wx00FF
		\2sto 1A
		20 \wx0002 // store in register
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // store in register - show/hide snow
		\2rst
		7E BF // get normal/snow/desert offset
		20 \wx7FFF
		\2sto 1A
		00 \wx0010 // store in register - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

	// Purchase
	1 * 1	02 04 16 // ID
		85
		1A // all bits on
		20 \w0
		\2sto 1A
		20 \wx0002 // store in register - show/hide sign
		\2sto 1A
		20 \wx0003 // store in register - show/hide snow
		\2sto 1A
		00 \wx0010 // store in register - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

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

	1 * 1	02 04 01 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0015 // real sprites

	// Purchase
	1 * 1	02 04 05 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0016 // real sprites

	1 * 1	03 04
		01 UNLOADER_NON_TRACK
		01
		FF \wx0005 // purchase
		\wx0001


	1 * 1	00 04 05 01 VALUABLES_SHED_A
		08 "ISRF"

		// Sprite layout
		1A 02
			// 00 (x)
			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)
			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

		0B 02 // use callback to determine layout

		11 00 // no pylons
		14 FF // no wires


	1 * 1	02 04 03 // ID
		80
		00 // don't re-randomise
		10 // use bits 16 to 19
		10
		\wx8000
		\wx8002
		\wx8004
		\wx8000
		\wx8002
		\wx8004
		\wx8000
		\wx8002
		\wx8004
		\wx8000
		\wx8002
		\wx8004
		\wx8000
		\wx8002
		\wx8004
		\wx8000

//@@WARNING DISABLE 100

	1 * 1	02 04 15 // ID
		85
		7E 03 // 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
		\wx00EB \w0 \w0
		\wx00EB

	1 * 1	02 04 16 // ID
		85
		1A
		20 \w0 // show first variety
		\2sto 1A
		20 \wx0012 // store in register
		\2sto 1A
		20 \wx0003 // store in register - show/hide snow
		\2rst
		1A
		20 \wx0001 // show door
		\2sto 1A
		00 \wx0002 // store in register
		01
		\wx00EB \w0 \w0
		\wx00EB

//@@@WARNING ENABLE 100

	1 * 1	02 04 05 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0015 // real sprites

	// Purchase
	1 * 1	02 04 06 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0016 // real sprites

	1 * 1	03 04
		01 VALUABLES_SHED_A
		01
		FF \wx0006 // purchase
		\wx0005


	1 * 1	00 04 05 01 VALUABLES_SHED_B
		08 "ISRF"

		0A VALUABLES_SHED_A // sprite layout

		0B 02 // use callback to determine layout

		11 00 // no pylons
		14 FF // no wires


//@@WARNING DISABLE 100

	1 * 1	02 04 15 // ID
		85
		7E 03 // 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
		\wx00EA \w0 \w0
		\wx00EA

	1 * 1	02 04 16 // ID
		85
		1A
		20 \w0 // show first variety
		\2sto 1A
		20 \wx0012 // store in register
		\2sto 1A
		20 \wx0003 // store in register - show/hide snow
		\2rst
		1A
		20 \wx0001 // show door
		\2sto 1A
		00 \wx0002 // store in register
		01
		\wx00EA \w0 \w0
		\wx00EA

//@@@WARNING ENABLE 100

	1 * 1	02 04 05 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0015 // real sprites

	// Purchase
	1 * 1	02 04 06 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0016 // real sprites

	1 * 1	03 04
		01 VALUABLES_SHED_B
		01
		FF \wx0006 // purchase
		\wx0005


	1 * 1	00 04 05 01 VALUABLES_SHED_C
		08 "ISRF"

		0A VALUABLES_SHED_A // sprite layout

		0B 02 // use callback to determine layout

		11 00 // no pylons
		14 FF // no wires


//@@WARNING DISABLE 100

	1 * 1	02 04 15 // ID
		85
		7E 03 // 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
		\wx00E9 \w0 \w0
		\wx00E9

	1 * 1	02 04 16 // ID
		85
		1A
		20 \w0 // show first variety
		\2sto 1A
		20 \wx0012 // store in register
		\2sto 1A
		20 \wx0003 // store in register - show/hide snow
		\2rst
		1A
		20 \wx0001 // show door
		\2sto 1A
		00 \wx0002 // store in register
		01
		\wx00E9 \w0 \w0
		\wx00E9

//@@@WARNING ENABLE 100

	1 * 1	02 04 05 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0015 // real sprites

	// Purchase
	1 * 1	02 04 06 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0016 // real sprites

	1 * 1	03 04
		01 VALUABLES_SHED_C
		01
		FF \wx0006 // purchase
		\wx0005


	1 * 1	00 04 08 01 VALUABLES_PARKING
		08 "ISRF"

		// Sprite layout
		1A 02
			// 00 (x)
			46
			\dx00000F8D \wx0002 // ground sprite
			10 // register
			\dx8000042D \wx0000 // valuables parking
			00 00 00 // x/y/z offset
			10 10 0D // x/y/z extent
			\dx8000042F \wx0001 // snow
			00 00 80 // x/y/z offset
			03 // register
			\dx00008C6D \wx0003 // armoured truck 1 (child)
			2D 15 80 // x/y/z offset
			04 11 // registers
			\dx00008C6D \wx0003 // armoured truck 2 (child)
			35 19 80 // x/y/z offset
			05 11 // registers
			\dx8000842F \wx0043 // forklift (child)
			16 21 80 // x/y/z offset
			07 12 // registers
			05 // value for variable 10
			\dx80000434 \wx0041 // cargo (child)
			12 1B 80 // x/y/z offset
			06 // register
			05 // value for variable 10

			// 01 (y)
			46
			\dx00000F8D \wx0002 // ground sprite
			10 // register
			\dx8000042E \wx0000 // valuables parking
			00 00 00 // x/y/z offset
			10 10 0D // x/y/z extent
			\dx80000430 \wx0001 // snow
			18 00 80 // x/y/z offset
			03 // register
			\dx00008C73 \wx0003 // armoured truck 1 (child)
			13 15 80 // x/y/z offset
			04 11 // registers
			\dx00008C73 \wx0003 // armoured truck 2 (child)
			0B 19 80 // x/y/z offset
			05 11 // registers
			\dx8000842D \wx0043 // forklift (child)
			29 21 80 // x/y/z offset
			07 12 // registers
			05 // value for variable 10
			\dx80000433 \wx0041 // cargo (child)
			28 1B 80 // x/y/z offset
			06 // register
			05 // value for variable 10

		0B 02 // use callback to determine layout

		0C FE // only allow a width of 1

		12 \dx00300400 // cargo types for randomisation triggers

		11 00 // no pylons
		14 FF // no wires

		15 FF // prevent trains entering the tile from any direction


	1 * 1	01 04 01 04
	1 images/valuablesx4.pcx   78  365  01  45  64 -31 -14 // 042D x
	1 images/valuablesx4.pcx   12  365  01  45  64 -31 -14 // 042E y
	1 images/valuablesx4.pcx  186  365  01  21  40   0   0 // 042F x - snow
	1 images/valuablesx4.pcx  144  365  01  21  40   0   0 // 0430 y - snow

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


	// Test variable 10 for real sprites
	1 * 1	02 04 1B // ID
		81 10 // additional information for sprite selection
		00 0F
		01
		\wx00D1 05 05 // forklift sprites
		\wx0000 // valuables parking sprites

	// Random forklift
	1 * 1	02 04 06 // ID
		80
		00 // don't re-randomise
		10 // use bit 16
		02
		\wx8000
		\wx8001

	// Forklift variety offset
	1 * 1	02 04 18 // ID
		80
		00 // don't re-randomise
		11 // use bit 17
		02
		\wx8000
		\wx8001

	// Random cargo thresholds
	1 * 1	02 04 08 // ID
		80
		02 // no more cargo
		12 // use bits 18 and 19
		04
		\wx8000
		\wx8019
		\wx8032
		\wx804B

	// Cargo show/hide
	1 * 1	02 04 10 // ID
		85
		7D 20 // read register for this cargo type
		20 \wxFFFF
		\2rst
		7B 60 // get amount of cargo waiting
		20 \wxFFFF
		\2+
		7E 08 // add random value
		00 \wx00FF
		01
		\wx8000 \w0 \w100 // hide cargo
		\wx8001 // show cargo


// Vehicles
	// Randomisation for cargo thresholds
	1 * 1	02 04 30 // ID
		80
		02 // no more cargo
		12 // use bits 18 and 19
		04
		\wx8000
		\wx8040
		\wx8080
		\wx80C0

	1 * 1	02 04 31 // ID
		81 7D 21 // read register
		00 FF
		01
		\wx8000 00 00
		\wx8001

	1 * 1	02 04 32 // ID
		81 7D 21 // read register
		00 FF
		01
		\wx8000 00 01
		\wx8001

	// Randomisation for vehicle positions
	1 * 1	02 04 36 // ID
		80
		00 // don't re-randomise
		10 // use bit 16
		02
		\wx0031
		\wx0032

	1 * 1	02 04 37 // ID
		80
		00 // don't re-randomise
		10 // use bit 16
		02
		\wx0032
		\wx0031

	1 * 1	02 04 15 // ID
		85 01 // year from 1920
		00 \wx00FF
		02
		\wx80C0 \w0 \w53 // to 1973
		\wx8000 \w54 \w85 // 1974 to 2005
		\wx8180 // 2006 onwards


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

	1 * 1	02 04 20 // ID
		85
		7E 18 // get random forklift type offset
		20 \wx00FF
		\2sto 1A
		20 \wx0012 // store in register
		\2rst
		7E 06 // get forklift visibility flag
		20 \wx7FFF
		\2sto 1A
		20 \wx0007 // store in register - show/hide forklift
		\2&
		7E 10 // get crate visibility flag
		20 \wx7FFF
		\2sto 1A
		20 \wx0006 // store in register - show/hide crate
		\2rst 7D 20 // read register for this cargo type
		20 \wxFFFF
		\2rst 7B 60 // get amount of cargo waiting
		20 \wxFFFF
		\2+ 7E 30 // add random value
		20 \wx00FF
		\2u>> 1A
		20 \wx0008 // shift right 8 bits (val = val / 0x100)
		\2< 1A
		20 \wx0002 // clamp val at max of 2
		\2sto 1A
		20 \wx0021 // store in register
		\2rst 7E 36 // get visible flag for truck 1
		20 \wx00FF
		\2sto 1A
		20 \wx0004 // store in register
		\2rst 7E 37 // get visible flag for truck 2
		20 \wx00FF
		\2sto 1A
		20 \wx0005 // store in register
		\2rst 7E 15 // get year offset
		20 \wx0FFF
		\2sto 1A
		20 \wx0011 // store in register - truck year offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // store in register - show/hide snow
		\2rst
		7E BF // get normal/snow/desert offset
		20 \wx7FFF
		\2sto 1A
		00 \wx0010 // store in register - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

	// No suitable cargo
	1 * 1	02 04 22 // ID
		85
		7E 18 // get random forklift type offset
		20 \wx00FF
		\2sto 1A
		20 \wx0012 // store in register
		\2rst
		7E 06 // get forklift visibility flag
		20 \wx7FFF
		\2sto 1A
		20 \wx0007 // store in register - show/hide forklift
		\2rst 1A // all bits on
		20 \w0 // val = 0
		\2sto 1A
		20 \wx0006 // store in register - show/hide crate
		\2sto 1A
		20 \wx0004 // store in register - show/hide truck 1
		\2sto 1A
		20 \wx0005 // store in register - show/hide truck 2
		\2rst 7E 15 // get year offset
		20 \wx0FFF
		\2sto 1A
		20 \wx0011 // store in register - truck year offset
		\2rst
		7E BB // get snow overlay flag
		20 \wx00FF
		\2sto 1A
		20 \wx0003 // store in register - show/hide snow
		\2rst
		7E BF // get normal/snow/desert offset
		20 \wx7FFF
		\2sto 1A
		00 \wx0010 // store in register - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

	// Purchase
	1 * 1	02 04 21 // ID
		85
		1A // all bits on
		20 \w1 // val = 1
		\2sto 1A
		20 \wx0012 // store in register - forklift type offset
		\2sto 1A
		20 \wx0007 // store in register - show/hide forklift
		\2sto 1A
		20 \wx0006 // store in register - show/hide crate
		\2sto 1A
		20 \wx0004 // store in register - show/hide truck 1
		\2sto 1A
		20 \wx0005 // store in register - show/hide truck 2
		\2rst 7E 15 // get year offset
		20 \wx0FFF
		\2sto 1A
		20 \wx0011 // store in register - truck year offset
		\2rst 1A // all bits on
		20 \w0 // val = 0
		\2sto 1A
		20 \wx0003 // store in register - show/hide snow
		\2sto 1A
		00 \wx0010 // store in register - ground sprite offset
		01
		\wx001B \w0 \w0
		\wx001B

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

	// Valuables
	1 * 1	02 04 03 // ID
		85
		1A // all bits on
		20 \wx000A // cargo id for valuables
		\2sto 1A
		20 \wx0020 // store in register
		\2rst
		0C // callback
		00 \wxFFFF
		01
		\wx8000 \wx0014 \wx0014 // sprite layout
		\wx0020 // real sprites

	// Gold
	1 * 1	02 04 04 // ID
		85
		1A // all bits on
		20 \wx0014 // cargo id for gold
		\2sto 1A
		20 \wx0020 // store in register
		\2rst
		0C // callback
		00 \wxFFFF
		01
		\wx8000 \wx0014 \wx0014 // sprite layout
		\wx0020 // real sprites

	// Diamonds
	1 * 1	02 04 05 // ID
		85
		1A // all bits on
		20 \wx0015 // cargo id for diamonds
		\2sto 1A
		20 \wx0020 // store in register
		\2rst
		0C // callback
		00 \wxFFFF
		01
		\wx8000 \wx0014 \wx0014 // sprite layout
		\wx0020 // real sprites

//@@WARNING DISABLE 113

	// Dummy random action 2 triggers re-randomisation
	1 * 1	02 04 07 // ID
		80
		02 // no more cargo
		12 // trigger bits 18 and 19
		04
		\wx0022
		\wx0022
		\wx0022
		\wx0022

//@@WARNING ENABLE 113

	// No suitable cargo
	1 * 1	02 04 01 // ID
		81 0C // check callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0007 // real sprites

	// Purchase
	1 * 1	02 04 02 // ID
		81 0C // check callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0021 // real sprites

	1 * 1	03 04
		01 VALUABLES_PARKING
		04
		0A \wx0003 // valuables
		14 \wx0004 // gold
		15 \wx0005 // diamonds
		FF \wx0002 // purchase
		\wx0001 // no suitable cargo
