Remove references to FMOD

No longer using this API.
Lowercase filenames

Moved to Linux for development. This is also good for consistency.
Convert to 32bit graphics

* Converted PUT and BSV graphic files over to 32bit BMP.
* Removed simplegfx function calls -- using default PUT instead.
* Doubled sprites and font size to scale to 640x480.
* Removed hard-coded sprite and font sizes -- replaced with constants.
* Added HUD_WriteText method to displace output to appropriate area.
Convert GFX_ColorShift() method to 32bit
Update front-end design

* Expanded view area.
* Added background image.
* CLS call removed from game loop -- not needed.
* Added GFX_ColorReplace() method to replace transparent font
  background with screen background. Since no screen-copy or clear-
  screen action is happening between frames, the font is now being
  rendered with PSET to clear the previous characters. This method
  is needed to replace the transparent magenta color with a more
  pleasing color -- preferably matching the background.
Remove level editor program and associated files

This is incomplete and should be in another repo.

As of now, editing levels via data statements is satisfactory.
Remove simplegfx module

This is no longer used.
Lowercase keywords
Remove LoadPalette() method

This is no longer used since the switch to 32bit color.
Remove unused variables from tTileData type

These were meant to be pointers to sprite data, to replace the BPS
calculation (BPS*sprite_index). But the BPS calculation was removed
with the switch to 32bit graphics.
Fix dart placement and clip area for dart rendering

With the switch to a higher resolution, some hard-coded values -- such
as '7' (half the initial sprite width/height) -- were not updated to
accommodate the switch. These are now updated to use the defined
constants instead of hard-coded values.

Other hard-coded values, such as the clip range for rendering darts,
were updated to calculated-based values to accommodate the higher
resolution (and other resolutions) as well.
Add Map_Tile class

I don't want a big IF...THEN list to handle all the interactions on
tiles. I created this class to manage tiles and events for tiles (hit,
push, destroy, etc). Now blocks of code can register to be called when
an event on a tile happens.
Update code to use Map_Tile class

Events.bas is created to hold the blocks of code that register for
events.
Separate dart management into its own file and classes
Update main file and events file to use new dart manager class
Fix map_collide calculation -- adjust dart reference point

The dart coordinates were not being centered before checking them
against the map, so the top-left corner was the reference point instead
of the center. This was causing inconsistencies with collisions. Adding
the coordinates by half the sprite (grid) width and height -- to move
the reference point to the center -- fixed this issue.
Remove unused types and subs related to dart management.

These are no longer used since the switch over to the new DartManager class.
Add Entity class

This is meant to replace player.bas and player.bi with a simpler
interface to handle inventory and sprites. Variables like lives, hp,
and ammo will be stored as part of the inventory.
Update code to use Entity class for player functionality
Move ANIMATE sub out of player module and into main code

The player module is no longer being used since the switch to the new
Entity class. I'm moving the ANIMATE sub out of this module -- since it
is still used for global animations -- and into the main code file.