Use globals to implicitly define labels before passing them into BANK().
Move remaining constants into constants/{misc,pokemon_data}_constants.asm
Move rst constants into macros.asm
Clean up variable usage in the makefile.
Use :: to export labels between objects.
preprocessor: actually call update_globals()
Merge remote-tracking branch 'kanzure/master'
MBC3 constants in some RTC-related functions
Assorted text and labels in banks 5 and A
Merge pull request #225 from froggestspirit/master
fixed bank 39 pointers, options menu commentary
Merge pull request #224 from yenatch/moves
use constants for berserk gene, kings rock, scope lens effects
explicitly define type categories
recomment hidden power calculation
move type constants into constants/type_constants.asm
Merge pull request #222 from yenatch/moves
comment and relabel more battle functions
rename Function0x{} labels to Function{} for consistency
clean up some labels in battle asm
rename CallBankF -> CallBattleCore
move the Moves label into battle/moves/moves.asm
use a macro to define move structs for percentage values
shorten SP_ATTACK and SP_DEFENSE move effect constants
Merge pull request #221 from yenatch/more-objects
bump pokemontools for sound macro changes
audio: note duration from 0-15 to 1-16 to match pokered
.gitignore: extras is a submodule
.gitignore: don't track compare.sh output
clean up incbins in tileset animations
fix whirlpool animation pointers
null pointers in tileset animations
bump pokemontools for minor changes
preprocessor: rename macro class Wait to BattleAnimWait
label and move related asm into items/item_effects.asm
fix a mislabeled function in bank 3
moon ball uses red's moon stone id
evolution prerequisites and no more incbins in item effects
Merge remote-tracking branch 'kanzure/master' into more-objects
bump pokemontools for map editor fixes
overworld object struct constants
no more Public in joypad interface labels
split out poke seer special into event/poke_seer.asm
split gbc-only screen into misc/gbc_only.asm
move a palette map incbin into tilesets/palette_maps.asm
use pokemontools scan_includes.py
null pointers back in object gfx
finish off object gfx pointers and dont use BANK() for null pointers
use RGB macros for palettes instead of binary chunks
don't diff .pal files as binary data
preprocessor: battle animation macros
split out battle anim object gfx
button constants for some function
move some labels into included files
split out the battle engine into battle/core.asm
split out pic animation asm and clean up some more includes
split out battle animation asm (bg effects, objects, commands)