I'm changing everything around to omit IDs for everything (I hate them). For example, for events, it'll look like this:
ADD_EVIDENCE
ADD_PROFILE
ADD_HP
SUB_HP
SUB_PSYCHELOCKS
JUMPTO_MENU
JUMPTO_EXAMINE
JUMPTO_MOVE
JUMPTO_TALK
JUMPTO_PRESENT
JUMPTO_TESTIMONY
JUMPTO_DYNAMICPRESENT
JUMPTO_OPTIONS
RELOAD_TESTIMONY
SET_SCR
SET_EXM
SET_MOV
SET_TLK
SET_PST
SET_TSM
SET_PRS
SET_OPT
SET_GLOBALMODE
SET_TRIALDAY
JUMPTO_SCR
JUMPTO_EXM
JUMPTO_MOV
JUMPTO_TLK
JUMPTO_PST
JUMPTO_TSM
JUMPTO_PRS
JUMPTO_OPT
HOPTO_SCR
HOPTO_EXM
HOPTO_MOV
HOPTO_TLK
HOPTO_PST
HOPTO_TSM
HOPTO_PRS
HOPTO_OPT
FADE_OUT
FADE_IN
RESET_GAME
GUILTY
NOT_GUILTY
CREDITS
i.e., SCR1Event1=ADD_HP
A lot easier to remember IMO.
I'm going to be fixing this for a long time this week so you can use 1.1 if you want but 1.2 will be completely different and will require a second download.
I'm also omitting the Map/Anim system and instead just going directly with raw custom animations on layers.
SCRXAnim is replaced with SCRXBG2, SCRXMap is replaced with SCRXBG3 and SCRXBG1, SCRXBG0 and SCRXOAM have been added.
BG3/BG2/BG1/BG0 are background layers of the DS available for you to use. These are the 4 layers the DS has that backgrounds can be loaded from. If you remember the custom animation function, it'll be used in all 4 layers. I'm also omitting the sprite ID function so:
[courtroomlobby]
Filepath=maps/courtroomlobby
Location=TRUE
Loop=FALSE
Frames=1
Speed=6
[godot_normal]
Filepath=animation/characters/Godot/NGodot
Loop=TRUE
Frames=3
Speed=6
SCR1BG3=courtroomlobby
SCR1BG2=godot_normal
This allows you to have full use of the 4 layers available to you. The OAM layer is the sprite layer and will cover any 64x64, 32x32, 16x16, 8x8, 4x4, 2x2, or 1x1 sprites you have. This sprites can be moved around as well... so I guess if there's ever a "motion tween" function that people want, I can do it I guess.