Add emitters for VMRS/VMSR. Undisable ceil, which works. Add stub for rounding mode handling.
Try software rounding mode instead. Use conditionals for VFP functions. Note: Round to Zero not working for some reason?
Bit clean up the SetRenderFrameBuffer()
Add some basics for memory checks to x86 jit.

Specifically, we will need to be able to bail in delayslots,
and we will need to know the size of the access (useful anyway.)
Don't trip in a delay slot for bad mem access.

Could've done some tricky things... we don't jump correctly then.
Validate the full memory access is valid.

Probably barely matters, but since we have the size now anyway...
Basic working imm mem breakpoints in x86 jit.

Seems to work okay.  Doen't cover HLE of course.
Use unsigned compares in slowmem x86 jit.
And now the dynamic memory breakpoints in x86 jit.

And add notes that this is interpreter/HLE only for now.
Respect read/write only mem breakpoints in x86 jit.
Flush when checking for memcheck coreStates.

Trouble is this has to be done outside the lock.  So, moved out.
Properly pause the emu on memcheck hit.
Always clear since vbo is first created
Add Hungarian translation to Qt4 UI

debug stuff is not translated, but this should be enough for normal
users
Fix register memcheck to respect offset.
Make HLE func delayed results more generic.
armjit: Don't MapReg before checking for IsImm().
Add a delay to sceUtilityLoadAvModule() as well.
Add a function for HLE to consume cycles.

Needed sometimes to make timing match better for tight loops.
Also removes the Puyo Puyo Fever hack.
Improve perf of sceKernelCheckCallback().

Some games seem to call this a lot.