anchor.diff:    {$ENDIF}
   begin
     {$IFDEF WDC}
  -  if not DirectoryExists(ExeDir + 'Sprites\') then exit;
  +  if not DirectoryExists(ExeDir + 'Sprites'+ DirectorySeparator) then exit;
   
     FileList := TStringList.Create;
  -  ChDir(ExeDir + 'Sprites\');
  +  ChDir(ExeDir + 'Sprites'+ DirectorySeparator);
     FindFirst('*', faAnyFile, SearchRec);
     repeat
       if (SearchRec.Name<>'.')and(SearchRec.Name<>'..') then //Exclude parent folders
  
positive.code:   Assert(fRender<>nil,'fRender should be init before ReadGFX to be able access OpenGL');
  
    StepCaption('Reading defines ...');
    LoadMapElemDAT(ExeDir+'data\defines\mapelem.dat'); StepRefresh;
    LoadPatternDAT(ExeDir+'data\defines\pattern.dat'); StepRefresh;
  
    fHouseDat := TKMHouseDatCollection.Create;
    fHouseDat.LoadHouseDat(ExeDir+'data\defines\houses.dat');
    StepRefresh;
  
    LoadUnitDAT(ExeDir+'data\defines\unit.dat');       StepRefresh;
  
    for i:=1 to 3 do
      if (i=1) or ((i=2) and MAKE_HOUSE_SPRITES) or ((i=3) and MAKE_UNIT_SPRITES) then
      begin
        StepCaption('Reading '+RXData[i].Title+' GFX ...');
        fLog.AppendLog('Reading '+RXData[i].Title+'.rx',LoadRX(ExeDir+'data\gfx\res\'+RXData[i].Title+'.rx',i));
        LoadRX7(i); //Updated sprites
        MakeGFX(i);
        //Alpha_tested sprites for houses. They come after MakeGFX cos they will
  
negative.code: 
      for i:=0 to DestY-1 do for k:=0 to DestX-1 do
        MyBitMap.Canvas.Pixels[k,i] := ((PCardinal(Cardinal(@Data[0])+(i*DestX+k)*4))^) AND $FFFFFF; //Ignore alpha
      MyBitMap.SaveToFile(ExeDir+'Export'+ DirectorySeparator + 'GenTextures'+ DirectorySeparator +int2fix(Result,4)+'.bmp');
  
      if Mode=tm_AlphaTest then begin //these Alphas are worth looking at
        for i:=0 to DestY-1 do for k:=0 to DestX-1 do
          MyBitMap.Canvas.Pixels[k,i] := ((PCardinal(Cardinal(@Data[0])+(i*DestX+k)*4))^) SHR 24 *65793;
        MyBitMap.SaveToFile(ExeDir+'Export'+ DirectorySeparator + 'GenTextures'+ DirectorySeparator +int2fix(Result,4)+'a.bmp');
      end;
  
      MyBitMap.Free;
  