Move AI data tables into data/battle/ai (mirroring engine/battle/ai) so they're more discoverable.
Separate home/battle_vars.asm for easy data editing, same as home/hm_moves.asm
Move some more constants out of misc_constants.asm
Move some more constants out of misc_constants.asm
Remove "UnusedSpecial_" prefixes too
Remove Special_ prefix from special routines (close #478)
Rename some routines to avoid conflicts when removing "Special_" prefixes
EVENT_TEMPORARY_UNTIL_MAP_RELOAD_[1-8] (close issue #481)
MenuDataHeader → MenuHeader, MenuData2 → MenuData (might complete issue #440)
trainers put the class and id first: `trainer YOUNGSTER, JOEY1, ...`
hiddenitem, like itemball and object_event, puts the item first and the event last
"Speech" houses just have dialog NPCs
wGameTimerPause bit flag constants
Struct macros should have their main label outside the macro
Cry headers and map headers were eliminated
EcruteakHouse → EcruteakTinTowerEntrance
Daisy offers "grooming", not "massage"
No significance to what data is at the dummied-out broken pointers
Add daily+weekly bit flags (close issue #429)
wUnlockedUnowns engine flag constants
Engine flag bit constants for wPokegearFlags
Merge pull request #456 from Rangi42/master
Add back catch-all graphics rules.
Comment on wGBCOnlyDecompressBuffer size
Unrelated routine gets its own file
Scale addresses with PARTY_LENGTH
PARTY_LENGTH; MON_NAME; sgb_border.bin
Rename BATTLETOWER_NROF constants
Japanese characters in Japanese text (e.g. "ォ" not "," for $f4)
Use hSerialConnectionStatus constants elsewhere
Resolve #471 (although link code still needs more cleanup, like its WRAM labels)
Keep hex address until surrounding code is cleaned up
This table entry has the address of MoveDescriptions in GSC ($4000 in G/S, $4b52 in Crystal)
clean up GetName/NamesPointers
Disambiguate "%" and "<NO>"
Use Japanese charmap definitions in strings
More charmap and home/text.asm documentation for JP chars
More constants, related to map objects
More accurate constant/label names
Identify leftover SGB palettes from R/B
Only graphics data goes in gfx/
Heal machine jumptable index constants
Partially document SGB data from pokered
Rename some tilesets (close #467)
Allow italics/bold within inline code