Fix literal pools on games with very large code blocks (eg. Zero no Kieski).
Was flushing after an offset of 4088 which did not take in to account that a single MIPS instruction can turn in to numerous ARM instructions. Chose a safer value of 4020.
Was insta-flushing after reaching this offset value. Some code blocks are over 8K in size. Use a partialFlushOffset to keep track of when the next flush is required.
Was protecting flush branch manually. Can use B_CC(CC_AL) for this instead.