Change some log level.
Bump up version numbers in version.rc.
Update other platforms, too.
Update PPSSPP.pro, too.
Initialize thread regs with 0xDEADBEEF.

Also initialize the float regs to NaN.
Fill registers with 0xDEADBEEF after most syscalls.

Some, like sceMpegRingbufferPut(), we don't, since... it's complicated.
But most we do, like a real PSP does.
Add a setting to skip 0xDEADBEEF reg filling.

For debugging purposes.  Can't think of a better way.
When using a bad atrac ID, return proper errors.

Tested each func with invalid ids.
Return an error when no data set yet.

Specifically this happens if you sceAtracGetAtracID, but don't set any
data yet.  Games might check for it to load in data.
Adjust some atrac reporting/logging.
Report and return errors for bad atrac data.

The PSP returns errors for invalid data, so we should too.
Fix state value in atrac context with no buffer.

Unlikely games use this, but they could.
Initialize atrac context values per PSP tests.
Cap the buffer size in sceAtracSetDataAndGetID().

Not sure if this should be done in the others or not...
Update native with a fix for numpad key mapping in SDL
Update native with F1-F12 SDL key codes.
Fix a stupid bug in bloom
Blackberry: Use -O2 instead of -O3 to prevent crashes with GCC 4.8.1. Update ffmpeg.
Improve the texture cache hash on x86.

It's a bit less weak now, but still not strong.  Still fairly fast, it
seems like.
Speed up color conversion using SSE.

Probably not the very most optimal implementation, but faster and SSE2.