Editing Wikifang:Network Translation Patchsite/SpriteManager

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Bit 2: Metasprite is in motion. New animations won't be queued, and choreography scripts won't run, until the animation completes. Stationary animations do not set this flag and are always interruptible animations.
Bit 2: Metasprite is in motion. New animations won't be queued, and choreography scripts won't run, until the animation completes. Stationary animations do not set this flag and are always interruptible animations.


Bit 3: Metasprite is frozen. Choreography scripts will not run and sprite will consistently repeat it's idle animation.
Bit 3: Metasprite has been locked to it's stationary animation.


Bit 4: Metasprite is frozen. Choreography scripts will not run and sprite will consistently repeat it's idle animation.
Bit 4: Metasprite has been locked to it's stationary animation. For some reason, there are two bits with the same effect. It is unknown if one bit has different semantics from the other.
 
For some reason, there are two bits with the same effect of freezing the sprite. It is unknown if one bit has different semantics from the other.
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| SpriteY || +$01 || Y coordinate of sprite (16bit)
| SpriteY || +$01 || Y coordinate of sprite (16bit)
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''Please keep in mind that directional commands such as CDOWN, CUP, CLEFT, and CRIGHT do not actually move the sprite.'' Instead, they queue the animation script associated with that direction. The animation script itself moves the sprite; it's only by convention that, e.g. CDOWN always executes a script that moves the sprite down two tiles. Furthermore, script execution is predicated upon the target tiles being free; if they are occupied, then the choreography script will halt until that slot becomes free. This has the following consequences:
''Please keep in mind that directional commands such as IDOWN, IUP, ILEFT, and IRIGHT do not actually move the sprite.'' Instead, they queue the animation script associated with that direction. The animation script itself moves the sprite; it's only by convention that, e.g. IDOWN always executes a script that moves the sprite down two tiles. Furthermore, script execution is predicated upon the target tiles being free; if they are occupied, then the choreography script will halt until that slot becomes free. This has the following consequences:


* The movement path specified by the choreography script will be followed exactly.
* The movement path specified by the choreography script will be followed exactly.
* Sprites can get 'stuck' on stationary walls, or even each other.
* Sprites can get 'stuck' on stationary walls, or even each other.
* NPCs will 'box in' players, never moving until the player moves out of their way, as the player is just another sprite.
* NPCs will 'box in' players, never moving until the player moves out of their way, as the player is just another sprite.
Eight choreography script slots exist in memory starting at $2:DC00. Each script storage slot is 128 bytes maximum.


=== Animation Script Instructions ===
=== Animation Script Instructions ===
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