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)
split out sprite facing defs into engine/facings.asm
init.sh: sudo pip install and make sure rgbds man dirs exist
more map attribute getters and some cleanup in home/map.asm
rewrite makefile for speed and better dependency handling
rewrite readme and install; init.sh for install
prequeue: dont initialize a new preprocessor for each file
Function3af0 -> GetBattleAnimByte
labels for battle animation commands
comment some battle animation asm
rewrite scan_includes to skip duplicates
Makefile: %.bin and %.pal targets
Makefile: empty targets for %.asm and baserom.gbc
Makefile: clean doesnt need object dependencies
more 3pt macro labels; shorten 3pt macros to take just a label
shorten redundant text_jump macros
split out some more move effects
rename a credit constant to avoid conflicts
more landmark constants and rename FlypointPerms -> VisitedSpawns
landmark constants in map headers
redone landmarks, now with constants
facing structs and other movement stuff
split wram constants out of constants.asm
macros come first since theyre used to define constants
split some more and recomment more home asm
maps.o and stats/pokedex/entries.o
proper section names and bank constants
move more credits asm into engine/credits.asm
more credits labels and theend graphic
lb macro for fast double-register loads
Makefile: more readable object list
objects for event handling and scripting
split more event handling out of main
move map groups into maps/map_headers.asm
split event handling into engine/events.asm
version checks for event script commands and move in related asm
version-sensitive objects for egg moves and evos/attacks
finally compile multiple objects
generated mapfile and symfile in gitignore
import some new sound classes from pokemontools
bump pokemontools feat sound dumps
split sfx constants out of music constants
get rid of unused sound constants