Replace .pic with .png.

Compression is 1:1, so they're interchangeable.

The drawback is this inflates the first build time.
We've agreed that this is worth having pngs out of the box.
Use dimension constants in warp data and add map name consisntency
Convert pngs in gfx/ to 1bpp and 2bpp.

All graphics are now png.

Some files were split out of necessity:
- gfx/trade.2bpp -> gfx/game_boy.norepeat.png gfx/link_cable.png
- gfx/red/introfight.2bpp -> gfx/red/intro_nido_{1,2,3}.6x6.png
- gfx/blue/introfight.2bpp -> gfx/blue/intro_purin_{1,2,3}.6x6.png
Remove "globals.asm" from .gitignore.

globals.asm is no longer part of the build, is not generated, does not exist at all.
Add *.1bpp, *.2bpp, *.pic to .gitignore.

These are now generated by the build.
Fix tile padding for house and ship_port tileset graphics.
Image handling in the makefile.
Accidentally added a second minimize graphic.
A little more map name consistency
combine audio and music folders
Merge https://github.com/yenatch/pokered

Conflicts:
	main.asm
Bump pokemontools for png manifest destiny.

Now the past 10 or so commits actually work.
Merge remote-tracking branch 'yenatch/png'
hotfix: Bump pokemontools so gfx.py doesn't look for a baserom.