A single 8×8 sprite orbits the screen centre, driven entirely by the lib's 16.16 fixed-point API (<snes/fixed32.h>). It's the simplest possible fixed32 fixture: one trig-driven motion equation, no input, no game logic — just the radius × cos / radius × sin pattern that every 2D game uses for orbits, aiming, and parallax-around-a-point.
Each frame the example advances a 16.16 angle accumulator, reads fix32Cos / fix32Sin for that angle, scales them by the radius with fix32Mul, and projects the result to integer screen coordinates centred at (128, 96).
The white dot traces a smooth circle around the screen centre — about one full revolution every ~3.9 s at 60 Hz (g_omega = FIX32(1), one LUT step per frame). The motion is continuous and sub-pixel-smooth because the angle lives in 16.16, not in screen pixels. The orbit state is exposed as globals (g_angle, g_radius, g_sx, g_sy) for easy inspection while debugging.
The ROM lands at examples/basics/fix32_orbit/fix32_orbit.sfc.
console, sprite, dma, background, fixed32, math.