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.
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
Move bDumpFrames to SConfig (and it's references)
TASInputDlg: Fix some potential uninitialized variable warnings.

Also guard against null (even if it doesn't happen it stops more warnings if someone compiles with -Wall or runs analysis with clang.
Corrected the physical memory access to MEM2 via the MMU. Fixes Toy Story 3.
Changed the FAST_TLB_CACHE to update its state only if the TLB cache is accessed by the game (not by Dolphin).  The FAST_TLB_CACHE (written by booto) is faster and accurate to the hardware.  Enabled the FAST_TLB_CACHE by default.
Fixed the step_size_bytes in the ADPCM Accelerator loop taking into account the varying number of bytes that ADPCM steps by.
Corrected the step size bytes for the start of the DSP accelerator chunk.  Patch by hk.konpie
Core: Use an enum for indicating CPU cores