Documented FPSAnalyzr

Fixes #7. Also messed around with other API documentation for
standardization fixes.
Documented NumberMakr

Added a bunch of standardization fixes for the already-documented
utilities too.

Fixes #
Documented GamesRunnr

Fixes #8.
Documented GroupHoldr

In addition to fixing argument names, also cleaned up a bit of the
internal structure to clarify the difference between set<Name>Group and
set<Name>.

Fixes #9.
Started documenting TimeHandlr

This will take a while...
Documented TimeHandlr

Wow, there was some bad code there.

Fixes #24.
Fixed spawning for in-game generated PreThings

Checking boundaries with MapScreener wasn't enough, since spawners
typically go beyond those bounds. QuadsKeeper.left, .top, etc. was what
was needed.

Fixes #28. Fixes #61.
Removed unused Theme images

Sorry Zach :)
Added some text to 1-1 opening

Displays the default controls.
Added corners option for multiple sprites

These require all of top, topRight, right, bottomRight, bottom,
bottomLeft, left, topLeft. The first example is DecorativeBack.
Implemented decorative text for front page

Whoo, that wasn't *too* bad...
Added option for skips in Pattern macro

Ha, forgot it's actually the Pattern macro, not Scenery.

Fixes #65.
Fix for immediate BeetleShell jumps

They're a unit taller than regular shells so they get hit by the player
immediately. Fixed by making the spawn.nocollidechar and nocollideplayer
for 7 time steps (nocollideplayer is new).

Fixes #50.
Implemented "Hard Mode" mod

A new killReplace function has been added (not to be confused with
killSpawn). collideCastleNPC also turns the mod on when the map name is
8-4.
Added copyright notice to 1-1

Ugh all this extra processing time for this stuff.
Added speed changing to Hard Mode
Documented ModAttachr

Accidentally renamed storeLocally in a few places, it seems lol.

Fixes #16.
Fixes for ModAttachr documentation

Forgot about that indentation part...
Fix for immediate piranhas on pipes

When you exit underground in 1-2, for example, that's immediate death.
Nope.
Implemented WarpWorld texts

They appear & disappear correctly now.