Gary W. wrote me about my Playerpal sprite drawing tool for the 2600 ( http://alienbill.com...yerpalnext.html ) and wondered about rotations finer than 90 degrees, namely the compass points (45 degree) and maybe full 16-stop rotation (22.5 degrees)
Now this ain't gonna be exact, unlike 90 degree rotation (and even then a purist might point out that non-square pixels could be an issue)
The box just doesn't fit, so you have to fake it.
Theoretically, you only have to do the mapping once for each rotation, and find the "source" pixel location in the original for each pixel in the rotated version.
(Thought: it might be best to do this unique for each of the "3" rotations, 22.5, 45, 37.5, and then derive every other rotation from a 90 degree turn plus one of those, since doing a 22.5 degree rotation twice would probably cause the fudge factors to accumulate.)
So, is this a solved problem?
I guess there are two ways of attacking: look to games I like that do this (like Combat, and also Batari's avatar) and hand reproduce what they're trying to do...
Or I could try and look up the math, though the rounding errors will be attrocious.














