.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)
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
Merge pull request #217 from yenatch/more-objects
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