In vector math, "unit distance" to any angular direction is 1. If you get Point2-Point1 and divide it by the distance, you have delta-vector (how much and where the sphere moves per tick).
Single 2D vector has X and Y, so the delta calculation is
var dx, dy, dist: single;
...
dist:=hypot(p2.x-p1.x, p2.y-p1.y);
dx:=(p2.x-p1.x)/dist;
dy:=(p2.y-p1.y)/dist;
...
Then you can simply add dx and dy to sphere position, until dist is under 1 (or other wanted speed). You can alter the speed too by multiplying dx and dy with any value.