Adjustment to head seek timing:
When seeking to audio tracks, there is a delay of between 130ms and 290ms between the status confirmation of completion and the start of audio. 80% of the time this is 220ms +/-20ms and does not appear to be related to either seek distance or location on disc.
This fix inserts a delay between head seek arrival status confirmation and the start of audio play, without changing the total delay (ie. status is retruned earlier where appropriate).
This fixes Last Alert's excess sound, but may also fix other games' sound.
This was tested against main games which have presented issues with seektime in the past.
1) Fix for Issue 120 broke timing for cut-scene videos. Restoring delay for SAPSP-type seeks (issue #145)
2) fixes for issues #120 & #145:
a) PAUSE placed head just outside of minimum-seektime area -> when playback was restored, it was late, contributing to hangs (i.e. Bomberman Panic Bomber). Increase minimum seektime region, so as to include this case.
b) Moved logging printf to AFTER SendStatus on SAPEP transactions; may help reduce hangs (i.e. Bomberman Panic Bomber).
3) Minor adjustment to improve timing on Sherlock Holmes games' video playback.
* pcecd: read 256 sectors when length is 0 (Kabuki Itouryodan).
* pcecd: send status immediately for commands with instant execution (Bomberman: Panic Bomber), some cleanup