anchor.diff:    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;
  +  LoadMapElemDAT(ExeDir+'data'+ DirectorySeparator + 'defines'+ DirectorySeparator + 'mapelem.dat'); StepRefresh;
  +  LoadPatternDAT(ExeDir+'data'+ DirectorySeparator + 'defines'+ DirectorySeparator + 'pattern.dat'); StepRefresh;
   
     fHouseDat := TKMHouseDatCollection.Create;
  -  fHouseDat.LoadHouseDat(ExeDir+'data\defines\houses.dat');
  +  fHouseDat.LoadHouseDat(ExeDir+'data'+ DirectorySeparator + 'defines'+ DirectorySeparator + 'houses.dat');
     StepRefresh;
   
  -  LoadUnitDAT(ExeDir+'data\defines\unit.dat');       StepRefresh;
  +  LoadUnitDAT(ExeDir+'data'+ DirectorySeparator + 'defines'+ DirectorySeparator + '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));
  +      fLog.AppendLog('Reading '+RXData[i].Title+'.rx',LoadRX(ExeDir+'data'+ DirectorySeparator + 'gfx'+ DirectorySeparator + 'res'+ DirectorySeparator + ''+RXData[i].Title+'.rx',i));
         LoadRX7(i); //Updated sprites
         MakeGFX(i);
         //Alpha_tested sprites for houses. They come after MakeGFX cos they will
  
positive.code: 
    for i:=low(TKMPal) to high(TKMPal) do begin
  
      FileName := ExeDir+'data\gfx\'+PalFiles[i];
      if FileExists(FileName) then begin
        AssignFile(f,FileName);
        FileMode := 0;
  
negative.code:   for ID:=ht_WatchTower to ht_WatchTower do begin
      for Ac:=1 to 5 do begin //Work1..Work5
        for k:=1 to fResource.HouseDat[ID].Anim[Ac].Count do begin
          CreateDir(ExeDir+'Export'+ DirectorySeparator + 'HouseAnim'+ DirectorySeparator +fResource.HouseDat[ID].HouseName+ DirectorySeparator);
          CreateDir(ExeDir+'Export'+ DirectorySeparator + 'HouseAnim'+ DirectorySeparator +fResource.HouseDat[ID].HouseName+ DirectorySeparator + 'Work'+IntToStr(Ac)+ DirectorySeparator);
          if fResource.HouseDat[ID].Anim[Ac].Step[k]+1<>0 then
          ci:=fResource.HouseDat[ID].Anim[Ac].Step[k]+1;
  
  