Added insane EE cycle rate multipliers because they get requested so much.
Requires editing the pcsx2_vm.ini directly. Set EECycleRate = whatever (between 3 and 99). 

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5908 96395faa-99c1-11dd-bbfe-3dabce05a288
Kingcom fixed a small annoyance where the savestate hotkeys would defocus the GS window, causing them to not work after one use.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5909 96395faa-99c1-11dd-bbfe-3dabce05a288
gsdx ogl: new option for free driver

reduce_gl_requirement_for_free_driver => set it to 1 to only required a 3.0 context (you still required the good extensions)



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5910 96395faa-99c1-11dd-bbfe-3dabce05a288
pcsx2: on going work to better support tlb miss

Currenty code isn't activated because it will crash any game that do a tlb miss (with the recompiler)

However if you activate the code with the interpreter, the exception will be fired and new tlb setting
will be loaded => got nice picture with "Bouken Jidai Katsugeki"



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5911 96395faa-99c1-11dd-bbfe-3dabce05a288
GSdx: 
Crashfix for a weird GIF_FLG_IMAGE2 situation in Wallace and Gromit Project Zoo. Needs further investigation.

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5912 96395faa-99c1-11dd-bbfe-3dabce05a288
linux compilation fix:

* use c++11 for pcsx2
* rename __rdtsc so I won't conflict with gnu version
* add a bunch of .data() method to get string data



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5913 96395faa-99c1-11dd-bbfe-3dabce05a288
pcsx2: fix window compilation + a couple of extra ;)

* Fix some issue with the new debugger on linux
* Enable the previous tlb miss fix on the interpreter
* disable the building of po by default. It pollute too much my env.



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5914 96395faa-99c1-11dd-bbfe-3dabce05a288
GIF: 
-Implemented GIF_MODE Masking fixed the All Star Pro Wrestling series slowness/hanging.

DMA: 
-Standardize the IPU and SIF dma's to use the standard chain handling in hw.c, fixed up some DMA resuming stuff in the forementioned units, VIF, GIF and SPR.

-Added some warnings for DMA stall control which isn't implemented, hopefully somebody will find a game that does it so we can add/test it :)

git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5915 96395faa-99c1-11dd-bbfe-3dabce05a288
Help button/window in debugger (Windows only)
Enable debugger in release builds. Let's see if it negatively affects anythi
Allow re-opening the debugger after closing it
Step over ERET
Address mask for breakpoints, always clear whole instruction cache (until there's a better solution)
Add debugger config to ini, and put it to use
Better valid ranges
Only capture F10, not all system keys
A hackish attempt at step into
Always enable debugger in devbuilds, but keep function scanning restricted to the enable state
Change register value
Use CPU cycles to determine if we should skip a breakpoint after resuming