	1 * 1	01 04 01 02
	// Purchase list
	1 images/purchaseicons.pcx 19 456 09 60 64 -31 -29 // 042D x
	1 images/purchaseicons.pcx 91 456 09 60 64 -31 -29 // 042E y

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

	1 * 1	00 04 06 01 FARM_BUILDING
		08 "ISRR"

		// Sprite layout
		1A 04
			// 00 (x)
			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
			\dx8000043D \wx0003 // building
			00 00 00 // x/y/z offset
			10 04 28 // x/y/z extent
			05 06 // registers
			\dx8000045B \wx0003 // snow
			00 00 80 // x/y/z offset
			03 08 // registers
			\dx80000445 \wx0001 // gantry
			0D 05 00 // x/y/z offset
			04 0B 16 // x/y/z extent
			07 // register

			// 01 (y)
			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
			\dx8000043E \wx0003 // building
			00 00 00 // x/y/z offset
			04 10 28 // x/y/z extent
			05 06 // registers
			\dx8000045C \wx0003 // snow
			00 00 80 // x/y/z offset
			03 08 // registers
			\dx80000446 \wx0001 // gantry
			05 0D 00 // x/y/z offset
			0B 04 16 // x/y/z extent
			07 // register

			// 02 (x) - purchase
			41
			\dx000003F4 \wx0000 // ground sprite
			\dx8000042D \wx0000 // purchase list sprite
			00 00 00 // x/y/z offset
			10 10 20 // x/y/z extent

			// 03 (y) - purchase
			41
			\dx000003F3 \wx0000 // ground sprite
			\dx8000042E \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

		// Only allow a 2 x 1 layout
		0C FE
		0D FD

		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
		\wx00E7 // farm sprites

// Grey building
	// Test tile to south along platform
	1 * 1	02 04 0A // ID
		85 68 01 // station info param 0/+1; check tile to S
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8001 FARM_BUILDING 15 FARM_BUILDING 15 // part #02/03 - S part
		\wx8000 // else - it's broken, show empty platform

	// Test tile to north along platform
	1 * 1	02 04 0B // ID
		85 68 0F // station info param 0/-1; check tile to N
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8001 FARM_BUILDING 05 FARM_BUILDING 05 // part #00/01 - N part
		\wx8000 // else - it's broken, show empty platform

// Red building
	// Test tile to south along platform
	1 * 1	02 04 0C // ID
		85 68 01 // station info param 0/+1; check tile to S
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8001 FARM_BUILDING 35 FARM_BUILDING 35 // part #06/07 - S part
		\wx8000 // else - it's broken, show empty platform

	// Test tile to north along platform
	1 * 1	02 04 0D // ID
		85 68 0F // station info param 0/-1; check tile to N
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8001 FARM_BUILDING 25 FARM_BUILDING 25 // part #04/05 - N part
		\wx8000 // else - it's broken, show empty platform

	// Test tile at current position to determine gantry visibility
	1 * 1	02 04 07 // ID
		85 68 00 // station info param 0/0; check this tile
		00 \wx3000
		01
		\wx000A \wx0000 \wx0000 // part #00/01 - grey N
		\wx8000 // part #06/07 - red S

	// Test tile at current position to determine visibility
	1 * 1	02 04 06 // ID
		85 68 00 // station info param 0/0; check this tile
		00 \wx3000
		03
		\wx000A \wx0000 \wx0000 // part #00/01 - grey N
		\wx000B \wx1000 \wx1000 // part #02/03 - grey S
		\wx000C \wx2000 \wx2000 // part #04/05 - red N
		\wx000D // part #06/07 - red S

	// Test tile at current position to determine tile type
	1 * 1	02 04 03 // ID
		85 68 00 // station info param 0/0; check this tile
		00 \wx3000
		03
		\wx8000 \wx0000 \wx0000 // part #00/01 - grey N
		\wx8002 \wx1000 \wx1000 // part #02/03 - grey S
		\wx8004 \wx2000 \wx2000 // part #04/05 - red N
		\wx8006 // part #06/07 - red S

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

	1 * 1	02 04 15 // ID
		85
		7E 03 // get building sprite offset
		20 \wx00FF
		\2sto 1A
		20 \wx0006 // store in register
		\2& 1A
		20 \wx0002 // snow offset only uses bit 1 (N or S)
		\2sto 1A
		20 \wx0008 // store in register - snow offset
		\2rst
		7E 06 // get building visibility
		20 \wx00FF
		\2sto 1A
		20 \wx0005 // store in register
		\2rst
		7E 07 // get gantry visibility
		20 \wx00FF
		\2sto 1A
		20 \wx0007 // 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 170
//@@WARNING ENABLE 100

// Callback 24
// -----------
	1 * 1	02 04 10 // ID
		81 10 // platform info and relative position
		00 01 // position along platform from north mod 2
		01
		\wx8000 00 00 // grey N
		\wx8002 // grey S

	1 * 1	02 04 11 // ID
		81 10 // platform info and relative position
		00 01 // position along platform from north mod 2
		01
		\wx8004 00 00 // red N
		\wx8006 // red S

	// Use animation counter to get a 'random' bit
	1 * 1	02 04 12 // ID
		81 0A // animation counter
		00 01 // mod 2
		01
		\wx0010 00 00 // grey building
		\wx0011 // red building


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

	// Layout for the purchase menu
	1 * 1	02 04 05 // ID
		81 0C // callback
		00 FF
		02
		\wx8002 14 14 // sprite layout
		\wx0012 24 24 // station layout
		\wx0000 // real sprites

	1 * 1	03 04
		01 FARM_BUILDING
		01
		FF \wx0005 // purchase
		\wx0004


	1 * 1	00 04 06 01 FARM_BUILDING_SM
		08 "ISRR"

		// Sprite layout
		1A 0A
			// 00 (x) - empty tile
			41
			\dx000003F4 \wx0002 // ground sprite
			10 // register
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10

			// 01 (y) - empty tile
			41
			\dx000003F3 \wx0002 // ground sprite
			10 // register
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10

			// 02 (x) - old barn front
			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
			\dx8000042D \wx0001 // building
			00 00 00 // x/y/z offset
			10 05 18 // x/y/z extent
			06 // register
			\dx80000459 \wx0001 // snow
			00 00 80 // x/y/z offset
			03 // register

			// 03 (y) - old barn front
			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
			\dx8000042E \wx0001 // building
			00 00 00 // x/y/z offset
			05 10 18 // x/y/z extent
			06 // register
			\dx8000045A \wx0001 // snow
			00 00 80 // x/y/z offset
			03 // register

			// 04 (x) - new barn back
			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
			\dx80000447 \wx0001 // building
			00 0B 00 // x/y/z offset
			10 05 0B // x/y/z extent
			06 // register
			\dx80000455 \wx0001 // snow
			00 01 80 // x/y/z offset
			03 // register

			// 05 (y) - new barn back
			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
			\dx80000449 \wx0001 // building
			0B 00 00 // x/y/z offset
			05 10 0B // x/y/z extent
			06 // register
			\dx80000457 \wx0001 // snow
			01 01 80 // x/y/z offset
			03 // register

			// 06 (x) - new barn front
			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
			\dx80000448 \wx0001 // building
			00 00 00 // x/y/z offset
			10 05 0B // x/y/z extent
			06 // register
			\dx80000456 \wx0001 // snow
			00 00 80 // x/y/z offset
			03 // register

			// 07 (y) - new barn front
			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
			\dx8000044A \wx0001 // building
			00 00 00 // x/y/z offset
			05 10 0B // x/y/z extent
			06 // register
			\dx80000458 \wx0001 // snow
			00 00 80 // x/y/z offset
			03 // register

			// 08 (x) - purchase (old barn front)
			42
			\dx000003F4 \wx0000 // ground sprite
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000042D \wx0000 // building
			00 00 00 // x/y/z offset
			10 05 18 // x/y/z extent

			// 09 (y) - purchase (old barn front)
			42
			\dx000003F3 \wx0000 // ground sprite
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000042E \wx0000 // building
			00 00 00 // x/y/z offset
			05 10 18 // x/y/z extent


		0B 02 // use callback to determine layout

		// Only allow a 1 x 2 layout
		0C FD
		0D FE

		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
		\wx00E7 // farm sprites

// New barn building
	// Test tile to south across platforms
	1 * 1	02 04 0C // ID
		85 68 10 // station info param +1/0; check tile to S
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8001 FARM_BUILDING_SM 35 FARM_BUILDING_SM 35 // part #06/07 - S part
		\wx8000 // else - it's broken, show empty platform

	// Test tile to north across platforms
	1 * 1	02 04 0D // ID
		85 68 F0 // station info param -1/0; check tile to N
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8001 FARM_BUILDING_SM 25 FARM_BUILDING_SM 25 // part #04/05 - N part
		\wx8000 // else - it's broken, show empty platform

	// Test tile at current position to determine visibility
	1 * 1	02 04 06 // ID
		85 68 00 // station info param 0/0; check this tile
		00 \wx3000
		03
		\wx8001 \wx0000 \wx0000 // part #00/01 - old N
		\wx8001 \wx1000 \wx1000 // part #02/03 - old S
		\wx000C \wx2000 \wx2000 // part #04/05 - new N
		\wx000D // part #06/07 - new S

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

	1 * 1	02 04 15 // ID
		85
		7E 06 // get building visibility
		20 \wx00FF
		\2sto 1A
		20 \wx0006 // 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 170
//@@WARNING ENABLE 100


// Callback 14
// -----------
	1 * 1	02 04 05 // ID
		85 68 00 // station info param 0/0 - check this tile
		00 \wx3000
		03
		\wx8000 \wx0000 \wx0000 // part #00/01 - old N
		\wx8002 \wx1000 \wx1000 // part #02/03 - old S
		\wx8004 \wx2000 \wx2000 // part #04/05 - new N
		\wx8006 // part #06/07 - new S


// Callback 24
// -----------
	1 * 1	02 04 10 // ID
		81 10 // platform info and relative position
		08 01 // platform number from north mod 2
		01
		\wx8000 00 00 // old N
		\wx8002 // old S

	1 * 1	02 04 11 // ID
		81 10 // platform info and relative position
		08 01 // platform number from north mod 2
		01
		\wx8004 00 00 // new N
		\wx8006 // new S

	// Use animation counter to get a 'random' bit
	1 * 1	02 04 12 // ID
		81 0A // animation counter
		00 01 // mod 2
		01
		\wx0010 00 00 // old barn building
		\wx0011 // new barn building


	1 * 1	02 04 02 // ID
		81 0C // callback
		00 FF
		01
		\wx0005 14 14 // sprite layout
		\wx0015 // real sprites

	// For purchase list
	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		02
		\wx8008 14 14 // sprite layout
		\wx0012 24 24 // station layout
		\wx001B // real sprites

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


	1 * 1	00 04 04 01 FARM_FACILITIES
		08 "ISRR"

		// Sprite layout
		1A 0A
			// 00 (x) - silos
			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
			\dx8000842F \wx0000 // silo
			00 00 00 // x/y/z offset
			10 05 24 // x/y/z extent
			\dx80000451 \wx0001 // snow
			02 00 80 // x/y/z offset
			03 // register

			// 01 (y) - silos
			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
			\dx80008430 \wx0000 // silo
			00 00 00 // x/y/z offset
			05 10 24 // x/y/z extent
			\dx80000452 \wx0001 // snow
			02 00 80 // x/y/z offset
			03 // register

			// 02 (x) - hay
			42
			\dx000003F4 \wx0002 // ground sprite
			10 // register
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx80008431 \wx0000 // hay
			00 00 00 // x/y/z offset
			10 05 0F // x/y/z extent

			// 03 (y) - hay
			42
			\dx000003F3 \wx0002 // ground sprite
			10 // register
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx80008432 \wx0000 // hay
			00 00 00 // x/y/z offset
			05 10 0F // x/y/z extent

			// 04 (x) - tractor shed
			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
			\dx80008439 \wx0002 // shed
			00 00 00 // x/y/z offset
			10 05 0D // x/y/z extent
			06 // register
			\dx80000453 \wx0001 // snow
			00 00 80 // x/y/z offset
			03 // register

			// 05 (y) - tractor shed
			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
			\dx8000843A \wx0002 // shed
			00 00 00 // x/y/z offset
			05 10 0D // x/y/z extent
			06 // register
			\dx80000454 \wx0001 // snow
			00 00 80 // x/y/z offset
			03 // register

			// 06 (x) - tractor
			42
			\dx000003F4 \wx0002 // ground sprite
			10 // register
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx80008433 \wx0002 // tractor
			08 00 00 // x/y/z offset
			07 04 09 // x/y/z extent
			07 // register

			// 07 (y) - tractor
			42
			\dx000003F3 \wx0002 // ground sprite
			10 // register
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx80008434 \wx0002 // tractor
			00 08 00 // x/y/z offset
			04 07 09 // x/y/z extent
			07 // register

			// 08 (x) - purchase (silos)
			42
			\dx000003F4 \wx0000 // ground sprite
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000842F \wx0000 // silo
			00 00 00 // x/y/z offset
			10 05 24 // x/y/z extent

			// 09 (y) - purchase (silos)
			42
			\dx000003F3 \wx0000 // ground sprite
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx80008430 \wx0000 // silo
			00 00 00 // x/y/z offset
			05 10 24 // x/y/z extent


		0B 02 // use callback to determine layout

		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
		\wx00E7 // farm sprites

	1 * 1	02 04 08 // ID
		80
		00 // don't re-randomise
		13 // use bit 19
		02
		\wx8000
		\wx8002

	1 * 1	02 04 07 // ID
		80
		00 // don't re-randomise
		12 // use bit 18 and 19
		04
		\wx8000
		\wx8002
		\wx8004
		\wx8000

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

	1 * 1	02 04 15 // ID
		85
		7E 08 // get random offset for tractor sheds
		20 \wx00FF
		\2sto 1A
		20 \wx0006 // store in register
		\2rst
		7E 07 // get random offset for tractors
		20 \wx00FF
		\2sto 1A
		20 \wx0007 // 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 170
//@@WARNING ENABLE 100


// Callback 14
// -----------
	1 * 1	02 04 05 // ID
		80
		00 // don't re-randomise
		10 // use bits 16 and 17
		04
		\wx8000
		\wx8002
		\wx8004
		\wx8006


	1 * 1	02 04 02 // ID
		81 0C // callback
		00 FF
		01
		\wx0005 14 14 // sprite layout
		\wx0015 // real sprites

	// For purchase list
	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		01
		\wx8008 14 14 // sprite layout
		\wx001B // real sprites

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


	1 * 1	00 04 05 01 GRAIN_TANKS
		08 "ISRR"

		// Sprite layout
		1A 04
			// 00 (x)
			42
			\dx000003F4 \wx0002 // ground sprite
			10 // register
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000844B \wx0002 // grain tank
			00 00 00 // x/y/z offset
			10 05 36 // x/y/z extent
			06 // register

			// 01 (y)
			42
			\dx000003F3 \wx0002 // ground sprite
			10 // register
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000844C \wx0002 // grain tank
			00 00 00 // x/y/z offset
			05 10 36 // x/y/z extent
			06 // register

			// 02 (x) - purchase
			42
			\dx000003F4 \wx0000 // ground sprite
			\dx8000042D \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000844D \wx0000 // grain tank
			00 00 00 // x/y/z offset
			10 05 36 // x/y/z extent

			// 03 (y) - purchase
			42
			\dx000003F3 \wx0000 // ground sprite
			\dx8000042E \wx0040 // ground overlay sprite (child)
			00 00 80 // x/y/z offset
			04 // value for variable 10
			\dx8000844E \wx0000 // grain tank
			00 00 00 // x/y/z offset
			05 10 36 // x/y/z extent


		0B 02 // use callback to determine layout

		0D 01 // disallow platform length 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
		\wx00E7 // farm sprites

	1 * 1	02 04 01 // ID
		81 41
		00 0F // position along platform from north
		02
		\wx8000 00 00 // north tile
		\wx8002 01 01 // 2nd tile
		\wx8004 // remaining tiles

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

	1 * 1	02 04 15 // ID
		85
		7E 01 // get tank sprite offset
		20 \wx00FF
		\2sto 1A
		20 \wx0006 // 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

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

	// Purchase
	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		01
		\wx8002 14 14 // sprite layout
		\wx001B // real sprites

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