A few changes to the purple night to make it so much better!
* Fixes player positioning to be in the centre, no more drastic change
of position when changing directions, and you don't go all the way into
walls.
* Fixes rounding of collision to round rather than floor, this means the
left and right walls are more equivalent.
* Fixes the "jitter" between objects and backgrounds where objects would
move by a pixel, but the background wouldn't.
- In general we're more careful to do all display changes at once rather
than throughout the frame.
- Note that for future games this is the correct way of doing things.
* Fixes slime collision boxes to match the extent of the animation.
* Use more i32 rather than u16, we're not running out of memory!
* Fixes memory leak caused by dying (previously you could only die a
certain number of times before the game crashes).
* Moved sound to be during vblank
- This is a negative change but resolves some cracking issues. I can't
see why this should be the case, further work may be required here.
- [x] No changelog update needed
Publishes agb-gbafix in addition to everything else on a release. Also
uses the fact that cargo publish no longer returns early.
- [x] Changelog updated / no changelog update needed
Start internally using a custom gbafix implementation which will help
remove the need for `arm-none-eabi-binutils`.
Effectively does objcopy + gbafix in one.
Also replaced all the references to `gbafix` in the docs to instead use
`agb-gbafix`.
- [x] Changelog updated / no changelog update needed