anchor.diff:  
     fResource.LoadRX(ExeDir+'data\gfx\res\'+RXData[RXid].Title+'.rx',RXid);
   
  -  for id:=1 to RXData[RXid].Qty div 100 do begin
  +  for id:=1 to RXData[RXid].Qty do begin
   
       sx := RXData[RXid].Size[id].X;
       sy := RXData[RXid].Size[id].Y;
  
positive.code:   MyBitMap.PixelFormat:=pf24bit;
  
    fResource.LoadGameResources;
  
    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
          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;
          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;
          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
      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)+'\');
            if fResource.HouseDat.BeastAnim[ID,Beast,i].Step[k]+1<>0 then
            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;
            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;
  
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\');
  