Further attempts at continuing jit blocks (disabled)

Scaffolding:
 * The armjit not detects free space when compiling (in case of long blocks), could fix things actually.
 * Invalid jumps are now skipped, instead of causing crashes (hit these while predicting in some games...)
 * Matches GetImm/etc. func names in x86jit.

I tried out the branch prediction approach.  It didn't really give great results.  I got a few extra percent in one game, and only by predicting forwards.  Most games are the same with it, and are worse if I predict backwards.  Where is My Heart? gains 1% by predicting normally, only game I found that liked it so far.

Only tried it on x86.  It might go a lot better on arm, not really sure.  If someone wants to try it, it's mostly a matter of copying the relevant sections from the x86 code, the regcache state should be roughly the same too.

I did copy over the loop unrolling to arm, and also tried function inlining (jump continuing) on both.  I didn't test heavily but didn't really see much benefit from it either.  It may be that it just needs to be optimized or only follow certain branches/jumps.  It does at least bring imm values all the way to syscalls often.

Anyway, feel free to test it.  I'm wondering if I'm even fighting against the host CPU's branch prediction or something.  Shoving exits to the end of the block seems like more work and I'm losing a bit of interest in this idea (was really hoping reducing flushing would help things.)

-[Unknown]