PSP Simple Calculator 1.1

MAJOR BUG FIXES:

 * Fixed annoying input bug associated with typing numbers after pressing a unary operator. It had something to do with an extra call to CalcGetch that was not needed. Those are annoying and sometimes difficult to pinpoint. But it still leaves another problem (see the first of "PROBLEMS TO FIX").

 * Ignores attempts to take the square root of negative numbers. Pressing the sqrt key on -5 will simply yield "-5" instead of 0. Neither result is mathematically correct, but this is good if the user accidentally presses the sqrt while typing a negative value.

 * Added more usage of other PSP buttons. One can press "O" for backspace and "START" for the = key. I've considered adding more shortcut keys but I should wait for user feedback concerning which PSP buttons should do what.


LOOKS:

 * Button numbers and letters looks nicer, a bit smoother and less pixelated. This is because I re-typed them in Paint .NET. I had to use paint.NET to do the alpha transparency anyways. 

 * The virtual calc screen has a nice looking border around it. Looks a little more like a real calc screen.

 * The keypad is now at the center of the screen, where it belongs.

 * There is now an ICON0.png associated with the EBOOT at the XMB instead of the blank default one.

 * The _mValue debug information has been taken out since there are no problems with the M* keys, and it's something I meant to do in the last release but I wasn't paying attention and released it with the "_mValue:" stuff. Somewhat embarrassing.


PROBLEMS TO-FIX: 

 * Entering 3=5.5+7= yields 10 whereas it should yield 12.5. This is because I cannot use the '=' operator
to simply set the accumulator value to the current operand because while it fixes that issue, it causes another bug, therefore I have to continue to make sure that the total is 0 before applying the '=' to the total and operand.

 * The long doubles that are shown on the calc screen are still not nearly as precise as the numbers used by MS Calc. I'd fix it if I knew exactly how. I might try to develop my own 128-bit floating point data type.
