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Each chip slot overwrites it's left neightbors, which allows for multiple chip combos
(Eg. A.V.I.A.N.'s dialogs with the Felin's visuals, or the old Hylotl A.I. with japanese dialogs)
This is shown on the 2nd gif (kinda too quickly I guess): https://i.imgur.com/E3qkZ2A.gif
The Avian A.I.'s nonstandard animation names are replaced by the default config chip, and then the animations are replaced by the Felin's A.I. chip, which results in S.A.I.L. having the Felin's visual with the Avian's dialogs.
Most A.I. chip only have animations so they generally never overwrite dialogs, but it's possible they only have dialogs (eg. the japanese dialogs one) or have both (A.V.I.A.N.)
I haven't thought about having one slot for one specific kind of thing to overwrite; at first I only had one slot and was thinking of having another computer-like interface where you could combine multiple chips's data into one following that overwrite pattern, but ended up building that into S.A.I.L. directly
It doesn't have any sound-processing options tho; as the vanilla interface does, it'll only loop the sound for as long as the text is animated, at default volume and default pitch.
(It could be interesting to have more options (an array of random sounds, a startup / finish sound, per-word/character config...) but I'm not really into this project anymore (for now at least), so that'll stay in the idea box