	1 * 1	01 04 01 02
	// Purchase list
	1 images/purchaseicons.pcx 19  81 09 62 64 -31 -31 // 042D x
	1 images/purchaseicons.pcx 91  81 09 62 64 -31 -31 // 042E y

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


	1 * 1	00 04 04 01 GRAIN_FARM_STAT
		08 "ISRA"

		// Sprite layout (advanced)
		1A 12
			// 00 (x) - empty
			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
			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) - 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
			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

			// 05 (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

			// 06 (x) - new barn
			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
			\dx80000448 \wx0001 // building N
			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
			\dx80000447 \wx0001 // building S
			00 0B 00 // x/y/z offset
			10 05 0B // x/y/z extent
			05 // register
			\dx80000455 \wx0001 // snow
			00 01 80 // x/y/z offset
			03 // register

			// 07 (y) - new barn
			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
			\dx8000044A \wx0001 // building N
			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
			\dx80000449 \wx0001 // building S
			0B 00 00 // x/y/z offset
			05 10 0B // x/y/z extent
			05 // register
			\dx80000457 \wx0001 // snow
			01 01 80 // x/y/z offset
			03 // register

			// 08 (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

			// 09 (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

			// 0A (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

			// 0B (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

			// 0C (x) - long farm bulding
			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 \wx0002 // building
			00 00 00 // x/y/z offset
			10 04 28 // x/y/z extent
			06 // register
			\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

			// 0D (y) - long farm bulding
			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 \wx0002 // building
			00 00 00 // x/y/z offset
			04 10 28 // x/y/z extent
			06 // register
			\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

			// 0E (x) - grain tanks/silo
			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 \wx0002 // grain tank
			00 00 00 // x/y/z offset
			10 05 36 // x/y/z extent
			06 // register
			\dx80000451 \wx0001 // silo snow
			02 00 80 // x/y/z offset
			03 // register

			// 0F (y) - grain tanks/silo
			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 \wx0002 // grain tank
			00 00 00 // x/y/z offset
			05 10 36 // x/y/z extent
			06 // register
			\dx80000452 \wx0001 // silo snow
			02 00 80 // x/y/z offset
			03 // register

			// 10 (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

			// 11 (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

		11 FF // pylon placement (all)


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

	// Test variable 10 for real sprites
	1 * 1	02 04 3B // ID
		81 10 // additional information for sprite selection
		00 0F
		01
		\wx00FD 04 04 // ground overlay sprites
		\wx00E7 // farm sprites

	// Grain tanks
	// Test tile to south
	1 * 1	02 04 20 // 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
		\wx801C GRAIN_FARM_STAT 05 GRAIN_FARM_STAT 05 // part 00/01 - N tank
		\wx8000 // single tile - use silo

	// Test 2 tiles to north
	1 * 1	02 04 21 // ID
		85 68 0E // station info param 0/-2; check tile to N
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8020 GRAIN_FARM_STAT 05 GRAIN_FARM_STAT 05 // part 00/01 - S tanks
		\wx801E // 2nd tank

	// Test tile to north
	1 * 1	02 04 22 // 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
		\wx0021 GRAIN_FARM_STAT 05 GRAIN_FARM_STAT 05 // part 00/01
		\wx0020


	// Tractor - sprite offset
	1 * 1	02 04 1C // ID
		80
		00 // don't re-randomise
		10 // use bits 16 and 17
		04
		\wx8000
		\wx8002
		\wx8004
		\wx8000


	// Buildings
	// Tractor shelter - sprite offset
	1 * 1	02 04 1B // ID
		80
		00 // don't re-randomise
		10 // use bit 16
		02
		\wx8000
		\wx8002


	// Long building
	1 * 1	02 04 05 // ID
		80
		00 // don't re-randomise
		00 // use bit 0
		02
		\wx8002
		\wx8006

	1 * 1	02 04 06 // ID
		80
		00 // don't re-randomise
		01 // use bit 1
		02
		\wx8002
		\wx8006

	1 * 1	02 04 07 // ID
		80
		00 // don't re-randomise
		02 // use bit 2
		02
		\wx8002
		\wx8006

	1 * 1	02 04 08 // ID
		80
		00 // don't re-randomise
		03 // use bit 3
		02
		\wx8002
		\wx8006

	// Long building S
	1 * 1	02 04 1D // ID
		81 41 // platform info and relative position
		08 03 // platform number from N mod 4
		03
		\wx0005 00 00
		\wx0006 01 01
		\wx0007 02 02
		\wx0008

	1 * 1	02 04 05 // ID
		80
		00 // don't re-randomise
		00 // use bit 0
		02
		\wx8000
		\wx8004

	1 * 1	02 04 06 // ID
		80
		00 // don't re-randomise
		01 // use bit 1
		02
		\wx8000
		\wx8004

	1 * 1	02 04 07 // ID
		80
		00 // don't re-randomise
		02 // use bit 2
		02
		\wx8000
		\wx8004

	1 * 1	02 04 08 // ID
		80
		00 // don't re-randomise
		03 // use bit 3
		02
		\wx8000
		\wx8004

	// Long building N
	1 * 1	02 04 1E // ID
		81 41 // platform info and relative position
		08 03 // platform number from N mod 4
		03
		\wx0005 00 00
		\wx0006 01 01
		\wx0007 02 02
		\wx0008

	// Long building - test tile to north along platform
	1 * 1	02 04 43 // 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
		\wx001D GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - long building S end
		\wx001E // long building N end

	1 * 1	02 04 05 // ID
		80
		00 // don't re-randomise
		00 // use bit 0
		02
		\wx8001
		\wx8000

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

	1 * 1	02 04 07 // ID
		80
		00 // don't re-randomise
		02 // use bit 2
		02
		\wx8001
		\wx8000

	1 * 1	02 04 08 // ID
		80
		00 // don't re-randomise
		03 // use bit 3
		02
		\wx8001
		\wx8000

	// Long building - gantry visibility
	1 * 1	02 04 41 // ID
		81 41 // platform info and relative position
		08 03 // platform number from N mod 4
		03
		\wx0005 00 00
		\wx0006 01 01
		\wx0007 02 02
		\wx0008

	// Long building - test tile to south along platform
	1 * 1	02 04 42 // 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
		\wx0041 GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - long building N end
		\wx8000 // long building S end - no gantry


	// Wide building - visibility N part
	1 * 1	02 04 45 // ID
		85 68 F0 // station info param -1/0; check tile on next platfrom N
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8001 GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - wide barn
		\wx8000

	// Wide building - visibility S part
	1 * 1	02 04 46 // ID
		85 68 10 // station info param 1/0; check tile on next platfrom S
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx8001 GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - wide barn
		\wx8000

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

	// Grain tanks
	1 * 1	02 04 35 // ID
		85
		7E 22 // get tank sprite offset
		20 \wx00FF
		\2sto 1A
		20 \wx0006 // store in register
		\2ucmp 1A
		20 \wx0000 // if offset is 0 it's a silo - show snow
		\2&
		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
		\wx003B \w0 \w0
		\wx003B

	// Long building
	1 * 1	02 04 36 // ID
		85
		7E 43 // 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 42 // 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
		\wx003B \w0 \w0
		\wx003B

	// Wide barn
	1 * 1	02 04 39 // ID
		85
		7E 46 // get S building visibility
		20 \wx00FF
		\2sto 1A
		20 \wx0005 // store in register
		\2rst
		7E 45 // get N 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
		\wx003B \w0 \w0
		\wx003B

	// Tractor shed
	1 * 1	02 04 3A // ID
		85
		7E 1B // get random offset for tractor sheds
		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
		\wx003B \w0 \w0
		\wx003B

	// Tractors
	1 * 1	02 04 37 // ID
		85
		7E 1C // get random offset for tractors
		20 \wx00FF
		\2sto 1A
		20 \wx0007 // 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
		\wx003B \w0 \w0
		\wx003B

	// Hay
	1 * 1	02 04 38 // ID
		85
		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
		\wx003B \w0 \w0
		\wx003B

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

	// Test tile on next platform to south
	1 * 1	02 04 27 // ID
		85 68 10 // station info param +1/0; check tile on next platfrom S
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx0039 GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - wide barn
		\wx003A // use single tile building

	// Test tile on next platform to north
	1 * 1	02 04 26 // ID
		85 68 F0 // station info param -1/0; check tile on next platfrom N
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx0039 GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - wide barn
		\wx0027

	// Long building - test tile to south along platform
	1 * 1	02 04 18 // 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
		\wx0036 GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - long building
		\wx0026

	// Test tile to north along platform
	1 * 1	02 04 19 // 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
		\wx0036 GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - long building
		\wx0018

	// Test tile at current posn.
	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 - grain tanks/silo
		\wx0019 05 05 // part 02/03 - building
		\wx0037 09 09 // part 04/05 - tractor/empty
		\wx0038 // part 06/07 - hay


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

	// Tractor or empty - sprite layout
	1 * 1	02 04 40 // ID
		80
		00 // don't re-randomise
		12 // use bit 18
		02
		\wx8000
		\wx8004

	// Wide building front S - sprite layout
	1 * 1	02 04 2A // ID
		85 FA // date station was built
		00 \wxFFFF
		01
		\wx8008 \w0 \w01/01/1970 // old barn
		\wx8006 // new barn

	// Wide building back N - sprite layout
	1 * 1	02 04 2B // ID
		85 FA // date station was built
		00 \wxFFFF
		01
		\wx8000 \w0 \w01/01/1970 // old barn (empty tile)
		\wx8006 // new barn

	// Wide building - test tile on next platform to north
	1 * 1	02 04 44 // ID
		85 68 F0 // station info param -1/0; check tile on next platfrom N
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx002A GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - wide barn S part
		\wx002B // wide barn N part

	// Test tile on next platform to south
	1 * 1	02 04 2F // ID
		85 68 10 // station info param +1/0; check tile on next platfrom S
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx0044 GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - wide barn
		\wx800A // use single tile building

	// Test tile on next platform to north
	1 * 1	02 04 2E // ID
		85 68 F0 // station info param -1/0; check tile on next platfrom N
		00 \wx3FFF // mask 14 bits for tile ID, type, direction and part
		01
		\wx0044 GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - wide barn
		\wx002F

	// Long building - test tile to south along platform
	1 * 1	02 04 2D // 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
		\wx800C GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - long building
		\wx002E

	// Test tile to north along platform
	1 * 1	02 04 2C // 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
		\wx800C GRAIN_FARM_STAT 15 GRAIN_FARM_STAT 15 // part 02/03 - long building
		\wx002D

	// Test tile at current posn.
	1 * 1	02 04 29 // ID
		81 68 00 // station info param 0/0; check this tile
		0A 0F
		03
		\wx800E 01 01 // part 00/01 - grain tanks/silo
		\wx002C 05 05 // part 02/03 - building
		\wx0040 09 09 // part 04/05 - tractor/empty
		\wx8002 // part 06/07 - hay

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

	// Platform 0 - 1 platform wide
	1 * 1	02 04 0D // ID
		81 10 // platform info and relative position
		00 07 // position along platform from N mod 8
		04
		\wx8000 00 02 // silo
		\wx8002 04 04 // building
		\wx8006 05 06 // hay
		\wx8000 07 07 // silo
		\wx8004 // tractor/empty

	// Platform 0
	1 * 1	02 04 05 // ID
		81 10 // platform info and relative position
		00 07 // position along platform from N mod 8
		05
		\wx8000 00 02 // silo
		\wx8002 03 03 // building
		\wx8002 05 05 // building (to align with platform 1 for wide building)
		\wx8006 06 06 // hay
		\wx8000 07 07 // silo
		\wx8004 // tractor/empty

	// Platform 0
	1 * 1	02 04 0C // ID
		81 10 // platform info and relative position
		14 0F // number of platforms
		01
		\wx000D 01 01 // 1 platform wide
		\wx0005 // else

	// Platform 1
	1 * 1	02 04 06 // ID
		81 10 // platform info and relative position
		00 07 // position along platform from N mod 8
		04
		\wx8002 01 02 // building
		\wx8006 03 04 // hay
		\wx8002 05 05 // building (to align with platform 0 for wide building)
		\wx8006 07 07 // hay
		\wx8004 // tractor/empty

	// Platform 2
	1 * 1	02 04 07 // ID
		81 10 // platform info and relative position
		00 07 // position along platform from N mod 8
		05
		\wx8002 00 00 // building (to align with platform 3 for wide building)
		\wx8006 02 02 // hay
		\wx8002 04 04 // building
		\wx8006 05 05 // hay
		\wx8000 06 07 // silo
		\wx8004 // tractor/empty

	// Platform 3
	1 * 1	02 04 08 // ID
		81 10 // platform info and relative position
		00 07 // position along platform from N mod 8
		04
		\wx8002 00 00 // building (to align with platform 2 for wide building)
		\wx8006 01 01 // hay
		\wx8002 02 03 // building
		\wx8000 05 07 // silo
		\wx8004 // tractor/empty

	// Platform 4
	1 * 1	02 04 0A // ID
		81 10 // platform info and relative position
		00 07 // position along platform from N mod 8
		04
		\wx8000 00 01 // silo
		\wx8006 03 05 // hay
		\wx8002 06 06 // building
		\wx8000 07 07 // silo
		\wx8004 // tractor/empty

	1 * 1	02 04 09 // ID
		81 10 // platform info and relative position
		88 0F 00 05 // platform number from N mod 5
		04
		\wx000C 00 00
		\wx0006 01 01
		\wx0007 02 02
		\wx0008 03 03
		\wx000A

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

	1 * 1	02 04 02 // ID
		81 0C // callback
		00 FF
		01
		\wx0029 14 14 // sprite layout
		\wx001A // real sprites

	// For purchase list
	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		02
		\wx8010 14 14 // sprite layout
		\wx0009 24 24 // station layout
		\wx0000 // real sprites

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