Draw order and notes

Use normal blend modes for all sprites except Twinkles.
Play all sprites at 12 FPS. If possible, also play the in-engine effects at 12 FPS. My intuition thinks that would look best here.


From back (01) to front (14)

01	---	In-Engine Background fog effect (dark, bluish highlights to match sprite rim lighting)

02	---	TorsoC and TorsoD (see accompanying placement guide for IDs)
		_Idle_Hold unless fidgeting
		_Fidget_Once occasionally at random. Return to Idle_Hold after reaching last frame. Fidgeting should NOT be synced between pups

03	---	FaceC and FaceD
		_Idle_Hold unless speaking
		_Speech_Random while speaking. This should be controlled by a global variable to sync the speech of all four pups. Choose any frame from 001 to 005 and hold for 1-3 frames. I suggest weighting the randomization to return frames 1, 2 and 4 more often, since frames 3 and 5 are the most 'extreme.' If Frames 3 and 5 are too jarring, follow them with frames 2 and 4 respectively to 'ease out.' Return to Idle_Hold when speaking ends.

04	---	HoodC_Idle_Static and HoodD_Idle_Static (The antlers on these are slightly different, aside from being horizontally flipped. Draw as per atlas)

05	---	TwinkleRed_Once and TwinkleGreen_Once (These should play very occasionally. Draw nothing before and after. Use additive blend mode.)

06	---	ConsoleBase_Idle_Static

07	---	ConsoleRingA_Rotate_Loop and ConsoleRingB_Rotate_Loop (These should loop continuously. They don't overlap so draw order between them doesn't really matter, as long as they're both in front of ConsoleBase.)

08	---	ConsoleNavball_Rotate_Loop (This should loop continuously)

09	---	In-Engine Force-Field and glow effect for Navball (bright orange)

10	---	ConsoleRingAMask_Rotate_Loop and ConsoleRingBMask_Rotate_Loop (if necessary to obscure in-engine effects that pass through the rings. If used, these should be synced with their counterparts on layer 07 above.)

11	---	In-Engine fog effect, low opacity, restricted to lower half of screen (Similar to UQM Utwig. just a suggestion to put depth between the background and foreground pups.)

12	---	FaceA and FaceB
		_Idle_Hold unless speaking
		_Speech_Random while speaking. This should be controlled by the same global variable as layer 03 above.

13	---	TorsoA and TorsoB (see accompanying placement guide for IDs)
		_Idle_Hold unless fidgeting
		_Fidget_Once occasionally at random. Return to Idle_Hold after reaching last frame. Fidgeting should NOT be synced between pups

14	---	HoodA_Idle_Static and HoodB_Idle_Static

