EventFlags label (bittable1)
BitTableFunc -> FlagAction
BitTable2 -> EngineFlags
first event flag constants
battle init and battle transition predefs
battle init and some overworld actions
deobfuscate some encounter asm
SpecialRoamMons -> InitRoamMons
recomment some common asm (rtc/lcd)
PlayerPalette and PlayerAction wram labels
engine flag constants
badge engine flags in main.asm
add some field move asm and scripts
Merge pull request #175 from yenatch/rename-bittables

toss the useless "bittable" convention for event and engine flags