* Add basic movement
* Calculate step length based on tick time between updates, teleport to target if within one step.
* Smooth camera, hero movement
removed float to int conversions in Render and IsoToScreen functions
* Render hero in the center of the screen (assuming 800x600 resolution)
* Revert changing Render() parameters type
* Render hero in the tile loop
hero will naturally render in front of the walls of the current tile but behind the walls of the tile below
* Smoother steps near target coordinates
remove jitter from trying to get one step away from target on both axis
* Implement drawing COF Layers by priority
Hack it up by using always draw order for direction 0 until we get a
better handle on directions in the engine.
* Take directions in "cof directions"
Transform into dcc directions for loading frames.
* Set characters to dir 0 in char select.
Direction 0 is now facing down universally
* Scroll slowly in map test by holding shift
* Increase draw distance up and down
Avoid issues with long tiles popping in and out of view. (As long as
camera is reasonably within bounds)
* Switch items to dynamic load with a common struct, add misc.txt loading
* Update Ebiten Reference
* Switch references to point to D2Shared
* Migrate part 2