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

		// Sprite layout
		1A 04
			// 00 (x) - platforms with building
			45
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000042D \wx0040 // back platform
			00 00 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx8000042D \wx0000 // back platform building
			00 00 03 // x/y/z offset
			10 04 13 // x/y/z extent
			\dx80000441 \wx0002 // back platform building overlay
			01 11 80 // x/y/z offset
			06 // register
			\dx80000449 \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000042E \wx0040 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10

			// 01 (y) - platforms with building
			45
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000042F \wx0040 // back platform
			00 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx8000042F \wx0000 // back platform building
			00 00 03 // x/y/z offset
			04 10 13 // x/y/z extent
			\dx80000443 \wx0002 // back platform building overlay
			04 11 80 // x/y/z offset
			06 // register
			\dx8000044B \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx80000430 \wx0040 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10

			// 02 (x) - platforms with clock tower building
			45
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000042D \wx0040 // back platform
			00 00 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx8000042E \wx0000 // back platform building
			00 00 03 // x/y/z offset
			0F 04 1F // x/y/z extent
			\dx8000044A \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000842D \wx0042 // flag
			08 03 22 // x/y/z offset
			01 02 0F // x/y/z extent
			0A // register
			05 // value for variable 10
			\dx8000042E \wx0040 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10

			// 03 (y) - platforms with clock tower building
			45
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000042F \wx0040 // back platform
			00 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx80000430 \wx0000 // back platform building
			00 00 03 // x/y/z offset
			04 0F 1F // x/y/z extent
			\dx8000044C \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000842D \wx0042 // flag
			02 09 22 // x/y/z offset
			01 02 0F // x/y/z extent
			0A // register
			05 // value for variable 10
			\dx80000430 \wx0040 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10

		0B 02 // use callback to determine layout

		11 FF // pylon placement (all)

		16 \wx0107 // animation info 8 frames looping
		17 03 // animation speed 2^3 ticks per frame
		18 \wx0001 // animation triggers - build


// Callback 140
// ------------
	// Animation control start
	1 * 1	02 04 21 // ID
		81 18 // extra callback info - reason for call
		00 FF
		01
		\wx80FE 00 00 // build station - start animation
		\wx80FD // do nothing

// Real sprites
//-------------
	// Test variable 10 for real sprites
	1 * 1	02 04 0B // ID
		81 10 // additional information for sprite selection
		00 0F
		02
		\wx00FC 04 04 // platform sprites
		\wx00D3 05 05 // flag sprites
		\wx00D0 // freight building sprites

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

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

	// Platform with building
	1 * 1	02 04 10 // ID
		81 7E BB // get snow overlay flag
		20 FF
		\2sto 1A
		20 09 // store in register - show/hide snow
		\2rst 7E 1C // get back building overlay offset
		20 FF
		\2sto 1A
		00 06 // store in register
		01
		\wx000B 00 00
		\wx000B

	// Platform with clock tower building
	1 * 1	02 04 11 // ID
		81 7E BB // get snow overlay flag
		20 FF
		\2sto 1A
		20 09 // store in register - show/hide snow
		\2rst 4A // animation frame
		20 FF
		\2sto 1A
		00 0A // store in register - flag offset
		01
		\wx000B 00 00
		\wx000B

// Purchase
	1 * 1	02 04 12 // ID
		81 1A // all bits on
		20 00 // val = 0
		\2sto 1A
		20 09 // store in register - show/hide snow
		\2rst 1A // all bits on
		20 01 // val = 1
		\2sto 1A
		00 06 // store in register - back building overlay offset
		01
		\wx000B 00 00
		\wx000B

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


	// Clocktower
	1 * 1	02 04 06 // ID
		85 0C // callback
		00 \wxFFFF
		02
		\wx8002 \wx0014 \wx0014 // sprite layout
		\wx0021 \wx0140 \wx0140 // animation control
		\wx0011 // real sprites

	// Building
	1 * 1	02 04 05 // ID
		85 0C // callback
		00 \wxFFFF
		02
		\wx8000 \wx0014 \wx0014 // sprite layout
		\wx80FD \wx0140 \wx0140 // animation control
		\wx0010 // real sprites

	// Random clocktower or building
	1 * 1	02 04 02 // ID
		80
		00 // don't re-randomise
		11 // use bits 17 and 18
		04
		\wx0005
		\wx0005
		\wx0005
		\wx0006

	// Purchase list
	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0012 // real sprites

	1 * 1	03 04
		01 FR_BUILDING_BACK
		01
		FF \wx0003 // purchase list
		\wx0002


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

		// Sprite layout
		1A 02
			// 00 (x)
			45
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000042D \wx0040 // back platform
			00 00 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx8000042E \wx0040 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx80000431 \wx0002 // front platform building
			00 0C 03 // x/y/z offset
			10 04 13 // x/y/z extent
			07 // register
			\dx8000843D \wx0003 // front platform building overlay
			0A 04 80 // x/y/z offset
			02 08 // register
			\dx8000044D \wx0001 // front platform building snow
			00 00 80 // x/y/z offset
			09 // registers

			// 01 (y)
			45
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000042F \wx0040 // back platform
			00 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx80000430 \wx0040 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx80000433 \wx0002 // front platform building
			0C 00 03 // x/y/z offset
			04 10 13 // x/y/z extent
			07 // register
			\dx8000843F \wx0003 // front platform building overlay
			02 04 80 // x/y/z offset
			02 08 // register
			\dx8000044F \wx0001 // front platform building snow
			00 00 80 // x/y/z offset
			09 // registers

		0B 02 // use callback to determine layout

		11 FF // pylon placement (all)


// Real sprites
//-------------
	// Test variable 10 for real sprites
	1 * 1	02 04 0B // ID
		81 10 // additional information for sprite selection
		00 0F
		01
		\wx00FC 04 04 // platform sprites
		\wx00D0 // freight building sprites

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

	// Random front building offset
	1 * 1	02 04 1B // ID
		80
		00 // don't re-randomise
		11 // use bits 17 and 18
		04
		\wx8000
		\wx8001
		\wx8000
		\wx8000

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

	1 * 1	02 04 10 // ID
		81 7E BB // get snow overlay flag
		20 FF
		\2sto 1A
		20 09 // store in register - show/hide snow
		\2rst 7E 1B // get front building offset
		20 FF
		\2sto 1A
		20 07 // store in register
		\2rst 7E B3 // get front building overlay visibility
		20 FF
		\2sto 1A
		20 02 // store in register
		\2rst 7E 1C // get front building overlay offset
		20 FF
		\2sto 1A
		00 08 // store in register
		01
		\wx000B 00 00
		\wx000B

// Purchase
	1 * 1	02 04 11 // ID
		81 1A // all bits on
		20 00 // val = 0
		\2sto 1A
		20 09 // store in register - show/hide snow
		\2sto 1A
		20 07 // store in register - front building offset
		\2rst 1A // all bits on
		20 01 // val = 1
		\2sto 1A
		20 02 // store in register - front building overlay visibility
		\2sto 1A
		00 08 // store in register - front building overlay offset
		01
		\wx000B 00 00
		\wx000B

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


	1 * 1	02 04 02 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0010 // real sprites

	// Purchase list
	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0011 // real sprites

	1 * 1	03 04
		01 FR_BUILDING_FRONT
		01
		FF \wx0003 // purchase list
		\wx0002


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

		// Sprite layout
		1A 02
			// 00 (x)
			48
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000042D \wx0040 // back platform
			00 00 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx8000042D \wx0000 // back platform building
			00 00 03 // x/y/z offset
			10 04 13 // x/y/z extent
			\dx80000441 \wx0002 // back platform building overlay
			01 11 80 // x/y/z offset
			06 // register
			\dx80000449 \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000042E \wx0040 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx80000431 \wx0002 // front platform building
			00 0C 03 // x/y/z offset
			10 04 13 // x/y/z extent
			07 // register
			\dx8000843D \wx0003 // front platform building overlay
			0A 04 80 // x/y/z offset
			02 08 // register
			\dx8000044D \wx0001 // front platform building snow
			00 00 80 // x/y/z offset
			09 // registers

			// 01 (y)
			48
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000042F \wx0040 // back platform
			00 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx8000042F \wx0000 // back platform building
			00 00 03 // x/y/z offset
			04 10 13 // x/y/z extent
			\dx80000443 \wx0002 // back platform building overlay
			04 11 80 // x/y/z offset
			06 // register
			\dx8000044B \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx80000430 \wx0040 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx80000433 \wx0002 // front platform building
			0C 00 03 // x/y/z offset
			04 10 13 // x/y/z extent
			07 // register
			\dx8000843F \wx0003 // front platform building overlay
			02 04 80 // x/y/z offset
			02 08 // register
			\dx8000044F \wx0001 // front platform building snow
			00 00 80 // x/y/z offset
			09 // registers

		0B 02 // use callback to determine layout

		11 FF // pylon placement (all)


// Real sprites
//-------------
	// Test variable 10 for real sprites
	1 * 1	02 04 0B // ID
		81 10 // additional information for sprite selection
		00 0F
		01
		\wx00FC 04 04 // platform sprites
		\wx00D0 // freight building sprites

	// Random front building overlay offset
	1 * 1	02 04 1C // ID
		80
		00 // don't re-randomise
		10 // use bit 16
		02
		\wx8000
		\wx8001

	// Random back building overlay offset
	1 * 1	02 04 1D // ID
		80
		00 // don't re-randomise
		13 // use bit 19
		02
		\wx8000
		\wx8001

	// Random front building offset
	1 * 1	02 04 1B // ID
		80
		00 // don't re-randomise
		11 // use bits 17 and 18
		04
		\wx8000
		\wx8001
		\wx8000
		\wx8000

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

	1 * 1	02 04 10 // ID
		81 7E BB // get snow overlay flag
		20 FF
		\2sto 1A
		20 09 // store in register - show/hide snow
		\2rst 7E 1D // get back building overlay offset
		20 FF
		\2sto 1A
		20 06 // store in register
		\2rst 7E 1B // get front building offset
		20 FF
		\2sto 1A
		20 07 // store in register
		\2rst 7E B3 // get front building overlay visibility
		20 FF
		\2sto 1A
		20 02 // store in register
		\2rst 7E 1C // get front building overlay offset
		20 FF
		\2sto 1A
		00 08 // store in register
		01
		\wx000B 00 00
		\wx000B

// Purchase
	1 * 1	02 04 11 // ID
		81 1A // all bits on
		20 00 // val = 0
		\2sto 1A
		20 09 // store in register - show/hide snow
		\2sto 1A
		20 06 // store in register - back building overlay offset
		\2sto 1A
		20 07 // store in register - front building offset
		\2sto 1A
		20 08 // store in register - front building overlay offset
		\2rst 1A // all bits on
		20 01 // val = 1
		\2sto 1A
		00 02 // store in register - front building overlay visibility
		01
		\wx000B 00 00
		\wx000B

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


	1 * 1	02 04 02 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0010 // real sprites

	// Purchase list
	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0011 // real sprites

	1 * 1	03 04
		01 FR_BUILDING_BOTH
		01
		FF \wx0003 // purchase list
		\wx0002


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

		// Sprite layout
		1A 02
			// 00 (x) - platforms with buildings and conveyor
			4A
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000042D \wx0040 // back platform
			00 00 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx80000439 \wx0001 // conveyor N part
			00 00 03 // x/y/z offset
			10 04 13 // x/y/z extent
			00 // register
			\dx80000455 \wx0001 // conveyor N part snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000042D \wx0001 // back platform building
			00 00 03 // x/y/z offset
			10 04 13 // x/y/z extent
			01 // register
			\dx80000442 \wx0000 // back platform building overlay
			01 11 80 // x/y/z offset
			\dx80000449 \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000042E \wx0040 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx80000435 \wx0002 // front platform building/conveyor
			00 0C 03 // x/y/z offset
			10 04 1D // x/y/z extent
			07 // register
			\dx8000843D \wx0003 // front platform building overlay
			0F 0C 80 // x/y/z offset
			0C 08 // registers
			\dx80000451 \wx0003 // front platform building/conveyor snow
			00 00 80 // x/y/z offset
			09 07 // registers

			// 01 (y) - platforms with buildings and conveyor
			4A
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000042F \wx0040 // back platform
			00 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx8000043A \wx0001 // conveyor N part
			00 00 03 // x/y/z offset
			04 10 13 // x/y/z extent
			00 // register
			\dx80000456 \wx0001 // conveyor N part snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000042F \wx0001 // back platform building
			00 00 03 // x/y/z offset
			04 10 13 // x/y/z extent
			01 // register
			\dx80000444 \wx0000 // back platform building overlay
			04 11 80 // x/y/z offset
			\dx8000044B \wx0001 // back platform building snow
			00 00 80 // x/y/z offset
			09 // register
			\dx80000430 \wx0040 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx80000436 \wx0002 // front platform building/conveyor
			0C 00 03 // x/y/z offset
			04 10 1D // x/y/z extent
			07 // register
			\dx8000843F \wx0003 // front platform building overlay
			02 0C 80 // x/y/z offset
			0C 08 // register
			\dx80000452 \wx0003 // front platform building/conveyor snow
			00 00 80 // x/y/z offset
			09 07 // registers

		0B 02 // use callback to determine layout

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

		11 FF // pylon placement (all)


// Real sprites
//-------------
	// Test variable 10 for real sprites
	1 * 1	02 04 0B // ID
		81 10 // additional information for sprite selection
		00 0F
		01
		\wx00FC 04 04 // platform sprites
		\wx00D0 // freight building sprites

// Building/conveyor arrangement
// Returns:
//    0 - buildings on both platforms with conveyor between then
//    1 - building on front platform with conveyor to N
//    2 - building on back platform with conveyor to S

	// Random building/conveyor arrangement
	1 * 1	02 04 1F // ID
		80
		00 // don't re-randomise
		11 // use bits 17 to 19
		08
		\wx8000
		\wx8001
		\wx8002
		\wx8000
		\wx8001
		\wx8002
		\wx8000
		\wx8001

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

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

	1 * 1	02 04 10 // ID
		81 7E BB // get snow overlay flag
		20 FF
		\2sto 1A
		20 09 // store in register - show/hide snow
		\2rst 7E 1F // get back conveyor/building type
		20 FF
		\2sto 1A
		20 20 // store in register for later use
		\2& 1A // use AND to mask
		20 01 // mask bit 0
		\2sto 1A
		20 00 // store in register - conveyor N part visibility
		\2^ 1A // use XOR to invert
		20 01 // invert bit 0
		\2sto 1A
		20 01 // store in register - N building visibility
		\2rst 7D 20 // read back conveyor/building type from register
		20 02 // check bit 1 (offset is 0 or 2)
		\2sto 1A
		20 07 // store in register - front building/conveyor offset
		\2u>> 1A // shift right
		20 01 // shift by 1 bit to divide by 2
		\2^ 1A // use XOR to invert
		20 01 // invert bit 0
		\2& 7E B3 // get front building overlay visibility
		20 01
		\2sto 1A
		20 0C // store in register - front building overlay visibility
		\2rst 7E 1C // get front building overlay offset
		20 FF
		\2sto 1A
		00 08 // store in register
		01
		\wx000B 00 00
		\wx000B

// Purchase
	1 * 1	02 04 11 // ID
		81 1A // all bits on
		20 00 // val = 0
		\2sto 1A
		20 09 // store in register - show/hide snow
		\2sto 1A
		20 00 // store in register - conveyor N part visibility
		\2sto 1A
		20 07 // store in register - front building/conveyor offset
		\2sto 1A
		20 08 // store in register - front building overlay offset
		\2rst 1A // all bits on
		20 01 // val = 1
		\2sto 1A
		20 01 // store in register - N building visibility
		\2sto 1A
		00 0C // store in register - front building overlay visibility
		01
		\wx000B 00 00
		\wx000B

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


	1 * 1	02 04 02 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0010 // real sprites

	// Purchase list
	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0011 // real sprites

	1 * 1	03 04
		01 FR_BUILDING_UNLOADER
		01
		FF \wx0003 // purchase list
		\wx0002


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

		// Sprite layout
		1A 02
			// 00 (x)
			46
			\dx000003F4 \wx0000 // ground sprite - track
			\dx8000042D \wx0040 // back platform
			00 00 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx80000439 \wx0000 // conveyor N part
			00 00 03 // x/y/z offset
			10 04 13 // x/y/z extent
			\dx80000455 \wx0001 // conveyor N part snow
			00 00 80 // x/y/z offset
			09 // register
			\dx8000042E \wx0040 // front platform
			00 0B 00 // x/y/z offset
			10 05 03 // x/y/z extent
			04 // value for variable 10
			\dx80000437 \wx0000 // front platform conveyor
			00 0C 03 // x/y/z offset
			10 04 1D // x/y/z extent
			\dx80000453 \wx0001 // front platform conveyor snow
			00 00 80 // x/y/z offset
			09 // registers

			// 01 (y)
			46
			\dx000003F3 \wx0000 // ground sprite - track
			\dx8000042F \wx0040 // back platform
			00 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx8000043A \wx0000 // conveyor N part
			00 00 03 // x/y/z offset
			04 10 13 // x/y/z extent
			\dx80000456 \wx0001 // conveyor N part snow
			00 00 80 // x/y/z offset
			09 // register
			\dx80000430 \wx0040 // front platform
			0B 00 00 // x/y/z offset
			05 10 03 // x/y/z extent
			04 // value for variable 10
			\dx80000438 \wx0000 // front platform conveyor
			0C 00 03 // x/y/z offset
			04 10 1D // x/y/z extent
			\dx80000454 \wx0001 // front platform conveyor snow
			00 00 80 // x/y/z offset
			09 // registers

		0B 02 // use callback to determine layout

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

		11 FF // pylon placement (all)


// Real sprites
//-------------
	// Test variable 10 for real sprites
	1 * 1	02 04 0B // ID
		81 10 // additional information for sprite selection
		00 0F
		01
		\wx00FC 04 04 // platform sprites
		\wx00D0 // freight building sprites

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

	1 * 1	02 04 10 // ID
		81 7E BB // get snow overlay flag
		20 FF
		\2sto 1A
		00 09 // store in register - show/hide snow
		01
		\wx000B 00 00
		\wx000B

// Purchase
	1 * 1	02 04 11 // ID
		81 1A // all bits on
		20 00 // val = 0
		\2sto 1A
		00 09 // store in register - show/hide snow
		01
		\wx000B 00 00
		\wx000B

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


	1 * 1	02 04 02 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0010 // real sprites

	// Purchase list
	1 * 1	02 04 03 // ID
		81 0C // callback
		00 FF
		01
		\wx8000 14 14 // sprite layout
		\wx0011 // real sprites

	1 * 1	03 04
		01 FR_UNLOADER
		01
		FF \wx0003 // purchase list
		\wx0002
