From Arctan in J2ME by Stephen Zimmerman:  
// calculation functions
public class Calculation {
    // Because J2ME has no floating point numbers,
    // some sort of fixed point math is required.
    // My implementation is simply to shift 10 places.
    // for example, 1024 (>> 10) = 1
    // and 512 (>> 10) = 0.5
public static final int[] AtanTable = { 0, 1, 2, 3, 5, 6, 7, 8, 10, 11, 12,
      13, 14, 16, 17, 18, 19, 20, 21, 22, 23, 25, 26, 27, 28, 29, 
      30, 30,31, 32, 33, 34, 35, 36, 37, 37, 38, 39, 40, 40, 41, 
      42, 43, 43, 44, 45 };
    // / returns angle 0->359 in degrees
    public static int atan(int Y, int X) {
     boolean swap = false;
     int top = Math.abs(Y);
     int bottom = Math.abs(X);
     if (top > bottom) {
      int btemp = bottom;
      bottom = top;
      top = btemp;
      swap = true;
     } else if (bottom == 0)
      return -300;
     // this should keep index inbounds [0, 45]
     int index = (top * 45) / bottom;
     int angle = AtanTable[index];
     if (swap)
      angle = 90 - angle;
     // X & Y += 180
     // X & !Y = ...90
     // !X & Y = ... 270
     if ((X < 0) && (Y < 0))
      angle += 180;
     else if (Y < 0) {
      angle = 90 - angle;
      angle += 270;
     } else if (X < 0) {
      angle = 90 - angle;
      angle += 90;
     }
     if (angle == 360)
      angle = 0;
     return angle;
    }
}