Implement sceKernelExtendThreadStack() + some minor + report unimpl

A lot of the other changes were minor, so I bundled them together.

Please accept hrydgard/pspautotests#74 first.

I'd like feedback on the way I've implemented sceKernelExtendThreadStack().  Basically, instead of using the mipscall stuff, I just pushed things onto the thread's stack itself, and set an RA to one of the kernel FakeSyscalls.

I think this may be a better way, because it makes it much simpler to handle recursion (you can run a func on a new stack from inside a new stack, per tests) and it has almost no chance of incorrectly interacting with waits.  It could probably use some helpers, though..

Similarly, async IO seems to run on a thread with priority.  I'm thinking of actually allocating code space and writing mips code to call a "continue async IO" function, which I'm planning to have basically manage the *actual* background async queue thread.  This way it can have a normal thread priority and should work easily.  Using MipsCalls seems actually much harder...

Anyhow, the other things included are:
 * A completely unrelated NULL check in scePsmfPlayerGetAudioData(), since I saw a game call it.
 * sceKernelRefer{EventFlag,Sema}Status fix to check size properly.
 * Don't report unsupported options for sema, mutex, and lwmutex when size == 0.
 * Report unimplemented functions.  I think it's time, I want to see if anything is calling functions we don't have.

Also, this may improve any of these games:
http://report.ppsspp.org/temp/recent/kind/82

-[Unknown]