Apologies. Been quite some time since I checked the thread, still haven't caught up 100%.
Looking at that DB, I can already see that some of these should be easy to name. There's a number of patterns to the strings, such as ZDN being an obvious Zidane.
I'll spend some time looking at this and see if I can't hack something together for... some of it at least.
EDIT: Ok, a lot of this looks pretty easily deciphered, but is there something specific you need from the list? Character names, super short animation names, or any specific formatting?
The animationDB strings are labeled in a {ANH, what type of object uses, what part of the game used, who specifically uses, name of animation}
Some of the generic NPC names might be annoying to decipher but it should be something that can be cross referenced with models.
I'll get to work reformatting the strings for now, but if there's a specific format you want for the names, do mention it.
EDIT2:
Ok, fair warning, this file is 472 kb, which can take a while to load in pastebin, I'm sorry for that.
But this is the only way I can see to upload it...
These names aren't fully resolved, but they should be at least understandable at now.
I can remove any data from it if you want, like the NPC/Important NPC/Main category, and the Field_V# category. I believe the Field Version is something to do with quality, as higher numbers appear to correlate with being closer to the camera in fields... that's a guess, it's probably NOT important, but I left it in just in case.
There's also a list for Battle and World animations, but I separated those out because I figured most of the usage would be for field scripts. (and they would make the file larger than I could upload.)
Second warning, it will take a while to load and may stall some browsers while it does.
https://pastebin.com/D0cMB7B1Unreleated EDIT:
I've noticed a few scripting foibles while playing with the steam version...
the IsButton family of commands do not universally work with directions and other buttons. They seem to work fine with OK, Cancel, and Card, but other things like Select may not always work. I believe this is because the Steam game has some of those functions hard coded, rather than emulating PSX controller input.
I was trying to write an animation test script, where you'd control the animation ID with key inputs to increase or decrease... it worked to a degree, but only the OK, Cancel, and Card buttons actually registered in the field, so I've been revising it and haven't quite gotten it to work yet.
I did learn two other things while doing this.
1. It may be tempting to try to assign a new model to an object that has one already, but it results in a partial soft lock. (the Exit menu still works, but the rest of the game is frozen)
2. Animations may not look very nice when played on the wrong model, but it is safe(the game won't lock) to assign the wrong animation to a model.