Revert "PPCAnalyst now detects internal branches better"

This reverts commit 31ec57ab81790b4fd8f7237adc60279535416166.
Gameini updates.

Update that adds NES and SNES (U) Virtual Console games to the database.

Fixes issue 7349 (More Aggressive Twilight Princess Hack), issue 7337
(Def Jam Vendetta No Cutscenes?) and issue 7258 (Madden NFL 2003
requires RealXFB for videos).
Workaround for issue 7322 (Slow audio ingame in various gamecube games
when using HLE, LLE audio works fine.) by enforcing LLE audio for the
affected games for the time being.

This PR depends upon pr #466 "Allow progressive scan to be set by game
ini".
Rewrite handling of DTK (streaming) audio.

The primary motivation here is to make sure we submit samples from the
CPU thread. This makes sure the timing of related interrupts accurate,
and generally keeps the different kinds of audio synchronized.  This will also
allow improvements to audio dumping functionality.

The new code is also more concise because it gets rid of some duplicated
audio mixing code.
Audio mixer: remove check for ratio > 1.0.

The code actually handles this case correctly; the algorithm is linear
interpolation between the two closest samples, and the way it is written
should work correctly with any ratio.
Audio mixer: fix a couple compiler warnings.
Streaming/DTK audio: fix pausing playback.
IPCHLE: Fix ES_LAUNCH so it works for disk titles.

Among other things, this makes the Disk Channel fully functional.
IPCHLE: use only one CoreTiming event.
HLE: Remove ES_LAUNCH HLE.

It isn't necessary anymore now that we emulate ES_LAUNCH correctly in
IPCHLE.  This fixes launching MP2 multiplayer in Metroid Prime Trilogy.
Use only section-based ini reading.
Try to make DTK rewrite handle events the same way as the old code.
Remove an unused variable.

It's never been used since it was added except to check the value, which is always false.
VideoCommon: use the Light struct in XF memory
PixelShader: use the vertex const buffer for ppl
PixelShader: remove the duplicated ppl constants
LightingShader: hard code const variable
Save an unsaved wiimote variable to save states.
JIT: Clean up float loads and stores.

Less code is good, and this should make future changes to memory handling
easier.
JIT: Remove dead code.
JITIL: fix some unsafe loads.

I'm planning on making changes to the memory code, so I don't want this
stuff to get in the way.  The slight performance hit to JITIL isn't really
important at the moment.