* Fixed the IOP's recExecute so that it correctly preserves X86 registers (EDI and EBX were not preserved!)
* Optimized the recExecute procedure, seems like a nice speedup in FMVs and some games that are IOP intensive.
* Renamed psxMemRead to iopMemRead, added new Virt/Phys functions, and fixed several instances of DMAs using translated addresses (DMAs are always physical maps). Our IOP doesn't really emulate the tlb so it won't fix anything, but it's more correct in cas stuff is better supported in the future.
* Removed unneeded FreezeMMXRegs, since the IOPrec doesn't use any mmx/xmm regs anyway.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@628 96395faa-99c1-11dd-bbfe-3dabce05a288
Developers: Changed the way PCSX2_ALIGNED16 macros work, so that they're more friendly to MSVC and Visual Assist X intellisense (more more red squigglies on vars like cpuRegs!)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@618 96395faa-99c1-11dd-bbfe-3dabce05a288
Added FreezeMMXRegs to SPU2async in IopDma, which is callable directly from the recompilers.
SPU2-X: Fixed another reverb bug, this one put too much reverb on voices and sndfx.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@530 96395faa-99c1-11dd-bbfe-3dabce05a288
Added interface.cpp (plugin/pcsx2 interface) and savestate.cpp to SPU2ghz, to help clean up SPU2.cpp.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@463 96395faa-99c1-11dd-bbfe-3dabce05a288