Add more formatting to GE debugger, cleanup, step prim

I'm not really sure the best way to draw the vertices though.  I'd like to more or less support soft gpu also.

Options:
 * Get "simplified" coords and UVs through GPUDebugInterface, draw wireframes that way.
 * Use a proper shader / existing shaders? and feed the vertex data the same way as GLES (but then I lose comparisons with how softgpu does different math...)
  * Either way drawing on the texture will be a bit complex maybe?

What do you think?  I also would still like to have a break-on-bounding-box (especially if we have to implement the GE command anyway), which would be great for only breaking when the game draws a character (or its background, but it's still a lot faster.)  It feels like that'd be simpler with "simplified" coordinates, but not sure.

-[Unknown]