Just knocked up this code which should help you. :)
SuperStrict Graphics 800, 600 Global MapWidth:Int = 800 / 50 '=16 Global MapHeight:Int = 600 / 50 ' =12 Global MapArray:TTile[MapWidth, MapHeight] Type TTile Field x:Int Field y:Int Field TileID:Int Global List:TList = New TList Function Create:TTile() Return New TTile End Function Function LoadArrayDataFromFile() Local fileStream:TStream filestream = ReadFile("MapData.txt") For Local y:Int = 0 Until MapHeight For Local x:Int = 0 Until MapWidth MapArray[x, y].TileID = ReadInt(Filestream) Next Next CloseFile Filestream End Function Function SaveArrayDataToFile() Local FileStream:TStream FileStream = WriteFile("MapData.txt") For Local y:Int = 0 Until MapHeight For Local x:Int = 0 Until MapWidth WriteInt(FileStream, MapArray[x, y].TileID) Next Next CloseFile filestream End Function Function ClearMapArray() For Local x:Int = 0 Until MapWidth For Local y:Int = 0 Until MapHeight MapArray[x, y].TileID = 0 Next Next End Function Function DrawMapData() For Local x:Int = 0 Until MapWidth For Local y:Int = 0 Until MapHeight DrawText MapArray[x, y].TileID, x * 50, y * 50 Next Next End Function Function FillArrayWithRandomNumbers() For Local y:Int = 0 Until MapHeight For Local x:Int = 0 Until MapWidth MapArray[x, y] = TTile.Create() MapArray[x, y].TileID = Rand(1, 1000) Next Next End Function End Type TTile.FillArrayWithRandomNumbers() ' We fill the Map Array with random number TTile.SaveArrayDataToFile() ' We save whats in the MapArray to a file TTile.ClearMapArray() ' We set the maparray to 0. We will then read back in to the array the data from the file. TTile.LoadArrayDataFromFile() ' we load back the array data from file. While Not KeyHit(KEY_ESCAPE) Cls TTile.DrawMapData Flip Wend