* Replace the static PCSString.Convert method with an instance method on a TextConverter that's owned by the Model. The TextConverter can know about different macros depending on which rom is being edited.
* Add macros to pcsReference.txt
the trainer ai hp-aware flag makes the trainers less likely to use certain moves based on their own HP or the target's HP. For example, effects like
```
SelfKOAndAttack
HealHalfSelf
Rest
Endure
```
are all discouraged when the pokemon's health are high, while
```
RaiseAttack1Primary
RaiseSpAttack1Primary
OHKO
```
are discouraged when the opponent HP is low.
Other programs let you edit the way text is interpreted using .ini files. Add a new pcsReference.txt file that lets users see the interpretation of bytes-to-text, the number of arguments used for different control codes, and allow them to change it.
When a field in a table represents a graphical offset between a foreground and background element, users would like an easy way to see that without needing to run their game through an emulator.
This new addition to the table format allows for a 0-length format that takes parameters for background, foreground, and the relation between the two, allowing for x and y offsets to be applied between them.
In the table tool, this shows up as a composite image built from the background and foreground, and mouse drag can be used to change the relationship between the two.
Additionally, you can now use the arrow keys to increase/decrease values in numeric textboxes in the table tool. This is reversed for yoffset fields so that up/down move the sprite by a single pixel when pressed.
* had to remove `graphics.newgame.menu.naming.tilemap1`, as the palette data for it was wrong
* had to rename a few anchors since there were too many in those categories