Initial submit of ZeldaDS (will not submit devkitPro, emus, tools)

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 123]
Implemented proper screen scrolling when player hits edge of screen.
- Moved scrolling HSM to new ScrollingMgr
- ScrollingMgr sets world position of new Camera class, which in turn is used to transform world-space Sprite coords to screen (Camera) space for rendering

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 124]
Adding UpdateP4.bat and util/p4_reconcile_offline_files.bat. These scripts allow me to work offline, and trivially update P4 when connected again.

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 125]
- Added "revert unchanged files" step to p4_reconcile_offline_files.bat
- UpdateP4.bat doesn't delete .suo/.user files, instead it makes sure to revert them after they are added

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 126]
Added support for animated tiles

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 127]
Move files into a Game folder

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 128]
Moved Assets out to root folder

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 129]
Deleting useless assets

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 130]
Removing old rhino files/code

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 131]
Zelous - initial add

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 132]
- Added map file loading (nitrofs), loads nitrofs/Maps/TestMap.map
- Added Config.h for compile-time constants

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 133]
- Added Tools folder with desmume, grit, and a bin folder for batch files
- Added Docs folder with Setup.txt describing how to setup to work on ZeldaDS
- Modified scripts and vsprops to rely on new environment variable NDSGAMEROOT
- Reverting EmuConsolePrintF() back to buffered output to work with desmume 0.9.5 (will wait for official release of 0.9.6 to go back to non-buffered).

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 136]
Adding collision_tileset.bmp (used by Zelous, forgot to add)

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 137]
- Adding UpdateAllP4.bat to reconcile offline files for all files (not just Game). Todo: UpdateP4.bat for Zelous.
- Game's UpdateP4.bat takes option argument "nopause" used by UpdateAllP4.bat, and fixed it so that it only updates current folder (not parent).

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 138]
Faster map loading, color rotation support

- Added cpu timing classes (CpuClock, etc.)
- Added Array2d class for efficient and convenient 2d array functionality
- Reduced overworld_bg/fg bitmaps to contain the max 128 tile entries (current limit in game)
- Updated test map with new bg/fg bitmaps
- Added color rotation support (used to rotate 4 water colors)
- Replaced all WorldMap vector2's with Array2d, and updated LoadMap() to read entire layer values into Array2d buffer in one shot (drastically improved map loading performance)
- WorldMap doesn't animate tiles or color rotation while scrolling
- Removed WorldMap::TEMP_LoadRandomMap() as we now use LoadMap()
- BinaryFileStream: added but disabled buffered input support (doesn't work if read size is larger than buffer).

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 140]
Support for separate debug/release builds (separate build folders and output filenames). Now debug target is named "ZeldaDS_d".

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 141]
- Added "_d" to vcproj $(TargetName) in Debug
- Removing desmume.ini from P4

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 142]
Player now moves along an 8x8 grid like in the original Zelda.

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 143]
Moved Assets/... to Assets/Graphics/...

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 144]
Adding Audio assets

[git-p4: depot-paths = "//depot/NDS/ZeldaDS/": change = 145]