Re: [stella] 2600 Radial Pong

Subject: Re: [stella] 2600 Radial Pong
From: Jeff Johnston <jeffryj@xxxxxxxxxxxxx>
Date: Sat, 6 Jul 2002 16:20:20 -0700 (MST)
I've put up a small page for 2600 Radial Pong:

http://www.azstarnet.com/~jeffryj/radial.html

It has screenshots, as well as binaries & source for the different
versions up till now.

Have fun,
calamari


On Fri, 5 Jul 2002, Roger Williams wrote:

>
> > I've gotten decently far on my own.  My next challenge is being able to
> > choose the horizontal position of the sprites & ball.  I am using
> > horizontal motion to move them relative to whatere they started out, but
> > I'm not quite sure how to specify where that starting point is.  If you
> > guys can pass along any pointers or examples in this area it would be
> > great.
>
> You should search the archive for my post "polar to cartesian
> co-ordinate conversion demo."  This will give you the tools you
> need to make coding the game trivial.  You will need the
> P2C converter to make reflections work right, since the way
> they are done in games like Combat is a kludge that won't
> work in radial co-ordinates.
>
> For the player arcs, you will need to put the sprite in RAM and
> plot the arc in the subset of the screen to which it is mapped.
> You can position both players and the ball during vertical
> retrace.  With the routine I posted, all this should be very easy.
>
> Good luck coding it, it looks like an elegant and worthy game.
>
> --Roger Williams
>
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