Draw order and notes

All animations play at 12 FPS. Multiple files under the same draw order number are mutually exclusive and play in the same "slot", with the exception of DarkBlinks on layer 12 which can overlap with no problem.

From back (01) to front (XX)

01	---	Backdrop_Static

02	---	ChiefEngineer_Swing_Loop	-Loops continuously without breaks

03	---	CaptClaws_Idle_Static		-Hold between other animations
		CaptClaws_Blink_Loop		-This Evopup's random blinks are integrated so they don't conflict with the scripted blinks when he fiddles with and pulls the plug
		CaptClaws_Wiggle_Loop		-This can happen at infrequent random intervals. Return to Idle_Static afterward
		CaptClaws_PullPlug_Once		-This happens just before screen blackout at the end

04	---	Screen Oscilloscope (NOT INCLUDED) -In-engine effect projected on a 3D surface. Should turn off when PullPlug happens, just before screen goes dark.

05	---	HidingPup_Idle_Static 		-Hold between other animations
		HidingPup_Blink_Loop		-Play randomly. Return to Idle_Static afterward
		HidingPup_Sniff_Loop		-Play randomly, stringing one or more in a row, then return to Idle_Static

06	---	Console_Static

07	---	SpeakerPup_Idle_Loop		-Loops continuously without breaks (This is the speaker's body only)

08	---	SpeakerPupFace_Idle_Static	-Hold between phoneme animations or while not speaking
		SpeakerPupFace_PhonemeAah_Once	
		*_PhonemeAwooh_Once
		*_PhonemeFff_Hold
		*_PhonemeMum_Once
		*_PhonemeOoh_Once
		*_PhonemePwuh_Once
		PHONEMES on this draw layer can return to Idle after one or more loops or continue directly into the next phoneme as needed for good-looking speech. PhonemeFff is only one frame but can be held for a few frames as needed to evoke F,M,S and other soft consonants. The intent is that playing these more or less at random should look like speaking. It may be necessary to "weight the dice" in favor of the less-wide mouth shapes (Fff,Mum,and Pwuh) with wider shapes (Aah, Awooh, Ooh) thrown in occasionally for spice.

09	---	ConsoleOrbs_Glow1...6_Hold	-Each of these shows a specific set of orbs glowing, including the light it casts on other objects. This layer should go invisible once the plug is pulled.

10	---	ConsoleNavball_Tumble_Loop	-This should loop continuously without breaks until the plug is pulled, then go invisible.

11	---	FullScreen_GoDark_Once		-This layer should be invisible until just after the plug is pulled. Once it begins, it should play once and then hold on the last frame until the clip ends (or, in the actual game, until the lights turn back on).

12	---	SpeakerPup_DarkBlink_Loop
		HidingPup_DarkBlink_Loop
		CaptClaws_DarkBlink_Loop	-These play at random after the screen goes dark. The fully-open eyes are 'baked in' to the black screen, so these blink sprites can just go invisible after each time they play.