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	Update outdated info in README. (#159)
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		|  | @ -1,6 +1,6 @@ | |||
| # XenonRecomp | ||||
| 
 | ||||
| XenonRecomp is a tool that converts Xbox 360 executables into C++ code, which can then be recompiled for any platform. Currently, it only supports x86 platforms due to the use of x86 intrinsics. | ||||
| XenonRecomp is a tool that converts Xbox 360 executables into C++ code, which can then be recompiled for any platform. | ||||
| 
 | ||||
| This project was heavily inspired by [N64: Recompiled](https://github.com/N64Recomp/N64Recomp), a similar tool for N64 executables. | ||||
| 
 | ||||
|  | @ -20,7 +20,7 @@ Vector registers' endianness handling is more complicated. Instead of swapping i | |||
| 
 | ||||
| The FPU expects denormalized numbers to remain unmodified, while VMX instructions always flush them. This is managed by storing the current floating-point state in the CPU state struct and enabling or disabling denormal flushing as necessary before executing each instruction. | ||||
| 
 | ||||
| Most VMX instructions are implemented using x86 intrinsics. Luckily, the number of AVX intrinsics used is relatively low, so adding support for other architectures using libraries like [SIMD Everywhere](https://github.com/simd-everywhere/simde) might be possible. | ||||
| Most VMX instructions are implemented using x86 intrinsics. Support for ARM64 is implemented using [SIMD Everywhere](https://github.com/simd-everywhere/simde). | ||||
| 
 | ||||
| ### MMIO | ||||
| 
 | ||||
|  |  | |||
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