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 > > ---------------------------------------------------------------------------------------------- > Archives (includes files) at http://www.biglist.com/lists/stella/archives/ > Unsub & more at http://www.biglist.com/lists/stella/ > ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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