anchor.diff:    MyBitMap.PixelFormat:=pf24bit;
   
     fResource.LoadGameResources;
  +  fResource.LoadRX(ExeDir+'data\gfx\res\'+RXData[2].Title+'.rx', 2);
   
     ci:=0;
  -  for ID:=ht_WatchTower to ht_WatchTower do begin
  -    for Ac:=ha_Work1 to ha_Work5 do begin //Work1..Work5
  -      for k:=1 to fResource.HouseDat[ID].Anim[Ac].Count do begin
  +  for ID:=ht_Butchers to ht_Wineyard do
  +    for Ac:=ha_Work1 to ha_Flag3 do
  +      for k:=1 to fResource.HouseDat[ID].Anim[Ac].Count do
  +      begin
           CreateDir(ExeDir+'Export\HouseAnim\'+fResource.HouseDat[ID].HouseName+'\');
           CreateDir(ExeDir+'Export\HouseAnim\'+fResource.HouseDat[ID].HouseName+'\'+HouseAction[Ac]+'\');
           if fResource.HouseDat[ID].Anim[Ac].Step[k]+1<>0 then
  -        ci:=fResource.HouseDat[ID].Anim[Ac].Step[k]+1;
  -
  -        sx:=RXData[2].Size[ci].X;
  -        sy:=RXData[2].Size[ci].Y;
  +          ci := fResource.HouseDat[ID].Anim[Ac].Step[k]+1;
  +
  +        sx := RXData[2].Size[ci].X;
  +        sy := RXData[2].Size[ci].Y;
           MyBitMap.Width:=sx;
           MyBitMap.Height:=sy;
   
  -        for y:=0 to sy-1 do for x:=0 to sx-1 do begin
  -          t:=RXData[2].Data[ci,y*sx+x];
  -          MyBitMap.Canvas.Pixels[x,y]:=fResource.GetColor32(t,DEF_PAL) AND $FFFFFF;
  -        end;
  +        for y:=0 to sy-1 do for x:=0 to sx-1 do
  +          MyBitMap.Canvas.Pixels[x,y] := RXData[2].RGBA[ci,y*sx+x] AND $FFFFFF;
  +
           if sy>0 then MyBitMap.SaveToFile(
           ExeDir+'Export\HouseAnim\'+fResource.HouseDat[ID].HouseName+'\'+HouseAction[Ac]+'\_'+int2fix(k,2)+'.bmp');
         end;
  -    end;
  -  end;
   
     ci:=0;
  -  for Q:=1 to 2 do begin
  +  for Q:=1 to 2 do
  +  begin
       if Q=1 then ID:=ht_Swine
              else ID:=ht_Stables;
       CreateDir(ExeDir+'Export\HouseAnim\_'+fResource.HouseDat[ID].HouseName+'\');
  -    for Beast:=1 to 5 do begin
  -      for i:=1 to 3 do begin //Age 1..3
  -        for k:=1 to fResource.HouseDat.BeastAnim[ID,Beast,i].Count do begin
  -          CreateDir(ExeDir+'Export\HouseAnim\'+s+'\'+int2fix(Beast,2)+'\');
  +    for Beast:=1 to 5 do
  +      for i:=1 to 3 do
  +        for k:=1 to fResource.HouseDat.BeastAnim[ID,Beast,i].Count do
  +        begin
  +          CreateDir(ExeDir+'Export\HouseAnim\_'+fResource.HouseDat[ID].HouseName+'\'+int2fix(Beast,2)+'\');
             if fResource.HouseDat.BeastAnim[ID,Beast,i].Step[k]+1<>0 then
  -          ci:=fResource.HouseDat.BeastAnim[ID,Beast,i].Step[k]+1;
  +            ci := fResource.HouseDat.BeastAnim[ID,Beast,i].Step[k]+1;
   
             sx:=RXData[2].Size[ci].X;
             sy:=RXData[2].Size[ci].Y;
             MyBitMap.Width:=sx;
             MyBitMap.Height:=sy;
   
  -          for y:=0 to sy-1 do for x:=0 to sx-1 do begin
  -            t:=RXData[2].Data[ci,y*sx+x];
  -            MyBitMap.Canvas.Pixels[x,y]:=fResource.GetColor32(t,DEF_PAL) AND $FFFFFF;
  -          end;
  +          for y:=0 to sy-1 do for x:=0 to sx-1 do
  +            MyBitMap.Canvas.Pixels[x,y] := RXData[2].RGBA[ci,y*sx+x] AND $FFFFFF;
  +
             if sy>0 then MyBitMap.SaveToFile(ExeDir+'Export\HouseAnim\_'+fResource.HouseDat[ID].HouseName+'\'+int2fix(Beast,2)+'\_'+int2fix(i,1)+'_'+int2fix(k,2)+'.bmp');
           end;
  -      end;
  -    end;
     end;
   
     MyBitMap.Free;
  
positive.code: 
    fResource.LoadRX(ExeDir+'data\gfx\res\'+RXData[RXid].Title+'.rx',RXid);
  
    for id:=1 to RXData[RXid].Qty div 100 do begin
  
      sx := RXData[RXid].Size[id].X;
      sy := RXData[RXid].Size[id].Y;
  
negative.code: var MyBitMap:TBitMap;
      ID:THouseType;
      Ac:THouseActionType;
      Q,Beast,i,k,ci:integer;
      sy,sx,y,x:integer;
  begin
    CreateDir(ExeDir+'Export\');
    CreateDir(ExeDir+'Export\HouseAnim\');
  