Try to workaround Breath of Fire 3's render-to-tex.

It renders to two areas but textures with a high V to reach the second
texture.  We've been wrapping the V around but this may show the right
buffer.
Save state, load state and next save slot shortcuts are no longer hardcoded.
Fix a typo
Add some defines to separate hardcoded shortcuts from the mapped ones
Control mapper now overrides default shortcuts for saved states related commands
Do not map these keys. They are hard-coded. It just a waste. They are leftover from before finding the proper solution.
Fix a crash in non-buffered rendering.
Merge pull request #6239 from unknownbrackets/bof3-workaround

Try to workaround Breath of Fire 3's render-to-tex
Merge pull request #6240 from pal1000/work

Have control mapper override the default shortcut keys for save states related commands. Fixes #6214 .
Separate fbo resize logic from creation.
Fix a vertexdec crash from the ge debugger.
Detect staggered/interleaved rendering.

Not sure why you'd do this, maybe to simultaneously render?  Should help
the Silent Hill games which seem to do this.
Avoid displaying a wrong-format framebuf.
Verify fbo exists when copying depth.

Should fix #5343 based on stack trace.
Enable function replacements by default.

So things like Star Ocean work, and game memcpy()'s to GPU work.

This will make game start on mobile a bit slower, though.  And there could
still be bugs so leaving as an option, but seems pretty stable.  Didn't
realize it wasn't enabled by default.
Oops, fix stencil upload at non-1x resolutions.
Merge pull request #6246 from unknownbrackets/replace-funcs

Enable function replacements by default
Merge pull request #6245 from unknownbrackets/gpu-minor

Support displaying from an offset in a framebuf
Fix some crashes when switching rendering mode.
Oops, fix logging on FBO creation.