These functions used as map setup commands are used in other places,
too, so I can't prefix them under the same. The names should match
except I won't repeat "map" in a map setup command name.
Labelled WRAM addresses, added constants for mobile commands, fixed some
mobile lib function names, documented most of the functions for specific
commands.
The X and Y flip flags can be applied through the stack consisting of:
- Object attributes
- Animation frame attributes
- OAM Data
Each of these negate eachother.
Confused yet? The same stack is traversed to obtain the final tile ID,
with an added layer on top for the base GFX offset and the offset for
the dynamically loaded GFX requested by the object!
wBattleAnimDelay is populated with the values passed to `anim_wait`.
Having the pic animation macros be the same as the oam animation macros
isn't really turning out so well... I wonder if we should split them up
eventually.