Subject: Re: [stella] Angular movement From: Glenn Saunders <mos6507@xxxxxxxxxxx> Date: Thu, 15 Jan 2004 00:24:27 -0800 |
> And that's only part way there - you still have to account for aspect ratio (4:3) and you should normalise it into byte form (preferably 2 bytes but YMMV).
No, not 4:3. It's not the screen aspect ratio you have to adjust for, but the pixel aspect ratio. 1.67:1 for NTSC, 2:1 for PAL. (See the posts earlier this month.)
Vx = speed/fps * cos ( angle ) / 1.67 or 2 Vy = speed/fps * sin ( angle ) (assuming X = X + Vx & Y = Y + Vy every frame)
for acceleration Ax = accel/(fps*fps) * cos ( angle ) / 1.67 or 2 Ay = accel/(fps*fps) * sin ( angle ) (assuming Vx = Vx + Ax & Vy = Vy + Ay every frame)
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