initial clang format config.
UseTab:          ForIndentation
Don't write to EXRAM if it doesn't exist.

Previously, if a gamecube game wrote to an EXRAM address, dolphin would
segfault.
Panic on invalid reads/writes for non-mmu games.

Previously it would fall through to the mmu code path, and raise a dsi
exception, which it would never check for, so it would continue
executing code silently.
Parse input as hex instead of decimal to match display values in the debugger's register view
Core: Move FPSCR exception flags to a typed enum
WIP: don't let the backpatcher hit the same location twice

If a location is hit by the backpatcher, don't fastmem it when recompiling the
block unless the block has actually been invalidated.
Moved "Connect Wiimote" options into submenu

Moved "Connect Wiimote 1-4" and "Connect Wii Balance Board" into their
own submenu.
JIT: add basic register allocation heuristics

Should be at least a bit better than the previous LRU approach. Currently
has two basic components: whether a register is dirty (dirty registers need
to be stored, so clobbering them hurts more) and how many other registers will
be used between now and the next time a register gets used.

Also don't pre-load values that don't need to be in registers.
Reimplement Bounding Box calculation using the software renderer.
Fix linux build and various warnings.

Increase savestate version.
Get buildbot to compile.
Several small optimizations.
Fixed a small bug.
Fix compile errors after rebase.
Removed the MMU Speed Hack option. The TLBHack is now enabled if the MMU option is disabled.  This will help catch cases where a game requires the TLBHack but the option has not been set in the game ini.  It also removes the possibility to mistakenly enable both the MMU and TLBHack.
Added some of the MMU registers into the debugger Register window
VolumeCreator: Make master key arrays static

Only used within this translation unit.
ControllerEmu: Get rid of redundant string appending
Changed Dump Frames References