anchor.diff:          Pixel := y*Size[i].X + x;
           L := Data[i, Pixel]; //0..255
   
  -        if L<>0 then
  -          if NeedTeamColors and (L in[23..29]) //Only unit icons and scrolls in RX=4
  -          and ((ID<>4) or InRange(i,141,154) or InRange(i,521,550)) then
  -          begin
  -            RGBA[i,Pixel] := cardinal(((L-26)*42+128)*65793) OR $FF000000;
  -            case L of //Maybe it makes sense to convert to 8bit?
  -              23,29:  Mask[i,Pixel] := $60FFFFFF;   //7  //6
  -              24,28:  Mask[i,Pixel] := $90FFFFFF;   //11 //9
  -              25,27:  Mask[i,Pixel] := $C0FFFFFF;   //14 //12
  -              26:     Mask[i,Pixel] := $FFFFFFFF;   //16 //16
  -            end;
  -            HasMask[i] := true;
  -          end else
  -            RGBA[i,Pixel] := GetColor32(L, Palette);
  +        if NeedTeamColors and (L in[23..29]) //Only unit icons and scrolls in RX=4
  +        and ((ID<>4) or InRange(i,141,154) or InRange(i,521,550)) then
  +        begin
  +          RGBA[i,Pixel] := cardinal(((L-26)*42+128)*65793) OR $FF000000;
  +          case L of //Maybe it makes sense to convert to 8bit?
  +            23,29:  Mask[i,Pixel] := $60FFFFFF;   //7  //6
  +            24,28:  Mask[i,Pixel] := $90FFFFFF;   //11 //9
  +            25,27:  Mask[i,Pixel] := $C0FFFFFF;   //14 //12
  +            26:     Mask[i,Pixel] := $FFFFFFFF;   //16 //16
  +          end;
  +          HasMask[i] := true;
  +        end else
  +          RGBA[i,Pixel] := GetColor32(L, Palette);
         end;
      end;
     end;
  
positive.code:     procedure LoadGameResources;
      procedure MakeTileGFXFromTexture(Texture:GLuint);
  
      function GetColor32(aIndex:byte; aPal:TKMPal=DEF_PAL):cardinal;
  
      property DataState: TDataLoadingState read fDataState;
      property HouseDat: TKMHouseDatCollection read fHouseDat;
  
negative.code:     MyBitMap.Width  := sx;
      MyBitMap.Height := sy;
  
      for i:=0 to sy-1 do for k:=0 to sx-1 do
        MyBitMap.Canvas.Pixels[k,i] := RXData[RXid].RGBA[id,i*sx+k] AND $FFFFFF; //Drop Alpha value
  
      //Mark pivot location with a dot
      k := sx + RXData[RXid].Pivot[id].x;
  