Fix build with non-framework SDL 2 issue on OS X

* Don't hard coding SDL execution name.
* Linking Cocoa's library.
luaengine: add emu.romname() method

Signed-off-by: Luca Bruno <lucab@debian.org>
luaengine: add emu.pause()/unpause() methods

Signed-off-by: Luca Bruno <lucab@debian.org>
use RGB32 for galpani2, it has blending, very evident in the videos available.
I also wonder if the rgb15 layer is 256 pixels stretched to the same size as 320 pixels, the data written during the RAM test compared to what is shown on YouTube videos is suggestive of that.

I guess I should try and find the gal images in the data roms to see what format they're stored in too.

no real improvement, just the result of me studying it for a bit (nw)
readded microinstructions info
Merge pull request #65 from ZoeB/master

Tidy comments
tms0980.c: Small cleanup (nw)
fix an old regression in the gp2 driver (nw)
use rombank instead of custom handler (nw)
yunsun16.c: use device address map for the oki (nw)
(MESS) softlist: added new lists for mc1000 tapes and tvc
floppies. also added info to osborne1.xml. [Riley110]
(MESS) vsmile.xml: two new dumps added. [TeamEurope]
(MESS) psx.xml: added info to all the remaining images. [AntoPisa]
srcclean. nw.
added skeleton drivers for Parker Brothers Code Name: Sector, Kenner Star Wars: Electronic Battle Command Game -- will improve them over the next few days
skeleton CPU core so that I can begin to write an ARC disassembler (nw)
(MESS) ngen: started keyboard support, plus a few minor updates.
renegade.c: replace custom sound with MSM5205 [Alex Jackson]
cultures.c: fix flipscreen; fix potential out-of-bounds colors; use region_ptr_finder for tilemap ROMs (nw)
(nw)