depends what you mean by "revolve" and what plain were talking:
2D (x and y only):
If you mean simply "ring a ring a rosey", use ROTATE SPRITE in conjuction with OFFSET SPRITE. Then rotating the sprite will revolve around the point the way earth revolves around the sun.
CLS
`Draw a planet. I use ELLIPSE because it fills better than CIRCLE
FOR i = 1 TO 10
INK RGB(250, 150, 150), RGB(0,0,0)
ELLIPSE 10, 10, i, i
NEXT i
`Grab the image. I'm using filtering because we're in low-res here
GET IMAGE 1, 0, 0, 20, 20, 0
`Give the backdrop a space colour
COLOR BACKDROP RGB(0,0,0)
`Position our sprite, 1, in a place where it can be seen revolving.
SPRITE 1, 200, 200, 1
`This is important. When you OFFSET a sprite, it affects the way it rotates, naturally. It also affects the relative
`position of the sprite. If you plan to refence an OFFSET sprite's coordinates, you need to factor the OFFSET into
`your calculation. I'm offsetting this by 20 pixels, enough to give a clear rotation. The fursther from 0 in either +
`or - you OFFSET, the greater your revolution radius will be.
OFFSET SPRITE 1, -20, 0
DO
`Now when we rotate it, we get a revolutionary effect.
ROTATE SPRITE 1, SPRITE ANGLE(1) + 10
`Just for demonstaration, don't use WAIT in your main loop.
WAIT 50
LOOP
You can also draw your sprite diagonally on an alpha background. The distance between your image and the top left corner determines your radius when revolved with ROTATE SPRITE. You don't need to use OFFSETs in this example however your image will not turn and the revolution radius will be constant.
3D: (x, y, z)
now it comes down to HOW you want it to revolve. We'll assume for this excercise you wish the object to revolve around a point while maintaining the same height. Anyway, here is the basic code. You need to extrapolate on it and customize it. (Excuse me if my formatting is messy, I'm on my mobile).
`How to revolve a 3D object with no maths
CLS
`Make our object. Number it 1 and make it 0.5 units in size.
MAKE OBJECT SPHERE 1, 0.5
`By default object 1 (our object) is centered. We pull it to the left a little so it looks nicer as it revolves
POSITION OBJECT 1, -2, 0, 5
DO
`The following in your main loop:
`Move object 1 by 0.25 units (MOVE OBJECT moves the object forward in the direction it faces).
MOVE OBJECT 1, 0.25
`Now we rotate object 1. It must be rotated cumulatively, hence we use "OBJECT ANGLE Y(1) + 10".
`The higher the angle increment, 10 in this case, the smaller the radius of revolution.
ROTATE OBJECT 1, OBJECT ANGLE X(1), OBJECT ANGLE Y(1) + 10, OBJECT ANGLE Z(1)
`I just placed this here to slow down the example a little. Don't use a WAIT in your main program. Use other
`methods of speed control such as imposing a SYNC RATE or limitting movement to 1 per n cycles.
WAIT 50
LOOP
EDIT: PC back online, code commented and re-formatted. Enjoy.
EDIT 2: Added a 2D example using ROTATE SPRITE.