Align non-compressed textures to 16 bytes

This fixes broken font textures in .hack//Link.  I'd always wondered about them, since doubling the bufw was clearly the thing to do to fix them.  They use a 32-bit CLUT, indexed by 4-bit pixels, and the bufw is 16... and they looked like they had scanlines.

I happened to check JPCSP, which rendered without problems, and so I checked what they did for that specific case.  I found this:
http://code.google.com/p/jpcsp/source/browse/trunk/src/jpcsp/graphics/VideoEngine.java#5535

It's logical to me that they would be aligned to 16 bytes, it may even go in 16-byte chunks until it reaches the stride, for example.  I didn't find any other games this caused problems for, but it probably is a bit risky.

(also, I don't know if compressed textures ought to be aligned to, they are block based and JPCSP doesn't, so I just left them alone.)

-[Unknown]