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authorMiquel Sabaté Solà <mikisabate@gmail.com>2025-05-15 16:27:36 +0200
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-05-15 16:27:36 +0200
commit122654c1ef9d99af8210ce95dee4eb4d1bc04b67 (patch)
tree20315f7fab69df8d6fa5f7b6fef4556c57c7e5e7 /include
parent2f1f5a23ea8a7cbace2c5e18996728adc572cbc0 (diff)
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Define the notion of a level
This is for now just a variable that will be set during initialization, and that it can be influenced through the `LEVEL` make variable. Both the level and the level "kind" notions are used tracking, at least, which kind of enemy wave we have to send. Signed-off-by: Miquel Sabaté Solà <mikisabate@gmail.com>
Diffstat (limited to 'include')
-rw-r--r--include/globals.s8
1 files changed, 8 insertions, 0 deletions
diff --git a/include/globals.s b/include/globals.s
index 395df61..531c812 100644
--- a/include/globals.s
+++ b/include/globals.s
@@ -34,4 +34,12 @@
;; | 2 | title over | We are transitioning from title to game |
;; | 1-0 | game | 0: title; 1: game; 2: game over, 3: game over (coin) |
zp_flags = $20
+
+ ;; Current level of the game.
+ zp_level = $24
+
+ ;; The level "kind". Note that `zp_level` can go on forever, but the level
+ ;; "kind" repeats every 8 waves. Hence, this is just a cached version of
+ ;; masking `zp_level`.
+ zp_level_kind = $25
.endscope