(RSP HL) backport bsmiles32 - Refactr some mixing routines
(RSP HLE) Fix: acmd dispatching discard most significant bits
(RSP HLE) Backport bsmiles32 patch -
Temporary fix for IndianaJones and BattleForNaboo.

IndianaJones and BattleForNaboo use a different version of musyx ucode.
In this later version, some data structures have changed, which makes it incompatible with the
previous version (and cause the emulator to crash...).
This patch avoid the emulator crash by not handling the task.
Proper fix requires more reverse engineering effort.
(RSP HLE) backport bsmiles32 patch - Implement parts of MusyX ucode
(v2). The second version of Musyx ucode is only found in IndianaJones
and BattleForNaboo. NOTE: the proposed implementationis not complete
but seems enough to improve user experience.
(RSP HLE) Turn sample into macro - faster
(RSP HLE) Fixup sample macro
ecsv backport - Add missing read mode check in flashram_command->execute
(Glide64) Move skip drawing early return from ucode functions to
gDP/gSP functions
(Glide64) Refactor common code in ucode files to gSPSetOtherMode
(Glide64) Reuse gSPClearGeometryMode/gSPSetGeometryMode for ucode 5
(Glide64) Fixes Bomberman 64 regression - we'll have to rewrite
gDPSetREnderMode so that it works out
(Glide64) Fix gDPSetRenderMode
(Glide64) Add comment to gDPFillRectangle
(Glide64) grClipWindow should now be executed only once per frame
(Glide64) Bring skip_drawing to top of gDPFillRectangle
(Glide64) Don't do grFogMode state changes inside gDPFillRectangle
(Glide64) Refactor ucode2 code as gSPInsertMatrix function
Add commented out log to audioAiLenChanged
Dehardcode magic numbers in memory.c - replace with AI_STATUS_FIFO_FULL,
AI_STATUS_DMA_BUSY
(Glide64) gDPFillRectangle - early skipping can't be on top