.InitialiseParticleData ADD R0, R11, #particleData \ Set particleEnd to the address of the STR R0, [R11, #particleEnd] \ particle data buffer, so the buffer starts \ off empty MOV R1, #0 \ Zero the last word of the first particle's STR R1, [R0, #7*4] \ data, so it acts as a null terminator STR R1, [R11, #particleCount] \ Set particleCount = 0 to indicate that \ there are no particles on-screen MOV PC, R14 \ Return from the subroutineName: InitialiseParticleData [Show more] Type: Subroutine Category: Start and end Summary: Initialise the particle data buffer and associated variables Deep dive: Particles and particle cloudsContext: See this subroutine in context in the source code References: This subroutine is called as follows: * Entry calls InitialiseParticleData
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Configuration variable particleCount = &10C
The number of particles currently on-screen
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Configuration variable particleData = &700 + STORE * 2
The particle data buffer, which stores eight data bytes for each on-screen particle
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Configuration variable particleEnd = &108
The address of the end of the particle data in the particle data buffer