Code:

// This is the number of X tiles for our board
#define BOARD_WIDTH 15
// This is the number of the Y tiles for our board
#define BOARD_HEIGHT 12
// This is the width in pixels of each tile
#define TILE_WIDTH 32
// This is the height in pixels of each tile
#define TILE_HEIGHT 32
HBITMAP g_bmpTiles[BOARD_WIDTH][BOARD_HEIGHT];
int g_BoardArray[][15] = {
{F01, F01, W01, W01, W01, F01, W02, W02, W02, W02, W02, W02, W02, W02, W02},
{F01, F01, F01, F01, F01, F01, W02, W02, W02, W02, W02, W02, W02, W02, W02},
{W01, F01, W01, W01, W01, F01, W02, W02, F01, W02, W02, W02, W02, W02, W02},
{W01, F01, W01, F01, W01, F01, F01, F01, F01, F01, F01, W02, W02, W02, W02},
{W01, F01, W01, F01, W01, F01, F01, W01, F01, W01, F01, F01, W02, W02, W02},
{F01, F01, F01, F01, W01, W01, W01, W01, W01, W01, F01, F01, W02, W02, W02},
{W01, F01, F01, F01, F01, W01, W01, W01, W01, F01, F01, W02, W02, W02, W02},
{W01, F01, F01, F01, F01, F01, W01, W01, W01, F01, W02, W02, W02, W02, W02},
{W01, W01, F01, W01, F01, F01, F01, W01, W01, F01, F01, W02, W02, W02, W02},
{W01, W01, W01, W01, F01, W01, F01, W01, W01, W01, F01, F01, W02, W02, W02},
{W01, W01, W01, W01, F01, W01, F01, W01, W01, W01, F01, W02, W02, W02, W02},
{W01, W01, F01, F01, F01, W01, F01, F01, W01, W01, F01, W02, W02, W02, W02},
{W01, W01, F01, F01, F01, W01, F01, F01, W01, W01, F01, W02, W02, W02, W02},
{W01, W01, F01, F01, F01, W01, F01, F01, W01, W01, F01, W02, W02, W02, W02},
{W01, F01, F01, F01, F01, W01, W01, F01, F01, W01, F01, F01, F01, W02, W02}}; // The end of the maze

Here is the LoadBitmap Function: