anchor.diff:        var
           tmp: Integer;
         begin
  -        if ExtractRelativePath(aFolder, aPath).Contains(SKIP_MASK) then Exit(False);
  +        if ExtractRelativePath(aFolder, aPath).Contains(OVERLOAD_SKIP_MASK) then Exit(False);
   
           // Search filter we are using makes sure we get only X_***** filenames
           // Hence we need to check only for the ***** being digits
  
positive.code:   end;
  
  var
    I, K: Integer;
    spriteSizes: TIndexSizeArray;
    spriteInfo: TBinArray;
    atlasSize, allTilesAtlasSize: Integer;
  
negative.code:   if StopExec then Exit; //Our thread could be terminated and asked to stop. Exit immidiately then
  
    SetLength(fGFXPrepData[saBase], Length(spriteInfo));
  
    PrepareAtlases(spriteInfo, saBase, aTexType, aBaseRAM, aColorRAM, aTexCount, aFillGFXData, aOnStopExecution);
  
    if StopExec then Exit;
  
    //Prepare masking atlases
    SetLength(spriteSizes, aIDList.Count);
    K := 0;
    for J := 0 to aIDList.Count - 1 do
    begin
      I := aIDList[J];
      if (fRXData.Size[I].X * fRXData.Size[I].Y <> 0) and fRXData.HasMask[I] and (Length(fRXData.Mask[I]) > 0) then
      begin
        spriteSizes[K].ID := I;
        spriteSizes[K].X := fRXData.Size[I].X;
        spriteSizes[K].Y := fRXData.Size[I].Y;
        Inc(K);
      end;
    end;
    SetLength(spriteSizes, K);
  
  