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Fixed-point arithmetic represents a value with an integer and an agreed fractional scale. The scale stays implicit in the stored value; the movement examples here use binary fractions1,2,3.

The format can differ by quantity, even within one game. Super Mario Bros. stores horizontal speed in 4.4 fixed point, with sixteenths of a pixel per frame, and vertical speed in 8.8 fixed point, with a 1/256-pixel step1,2. Sonic the Hedgehog stores positions as 16.16 and speeds as 8.8, shifting each speed left 8 bits before adding it to position3. Super Mario World moves in sixteenths of a pixel4.

Fixed point differs from floating point in how it represents the fractional part. Celeste keeps whole-pixel actor positions and a floating-point remainder, then moves by the rounded remainder5.

References

  1. ^ abHorizontal speeds are 4.4 fixed point, whole pixels and sixteenths per frame; MoveObjectHorizontally shifts the sixteenths into the subpixel byte.CodeXkeeper0/smb1
    How we know
    6495	ASL                                          ; and move low nybble to high
    6496	ASL
    6497	ASL
    ⋮
    6500	LSR                                          ; move high nybble to low
    6501	LSR
    6502	LSR
    6503	LSR
    
    src/prg.asm lines 6492–6503 at 1cc3c92 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  2. ^ abVertical motion is 8.8 fixed point; each frame, ImposeGravity adds speed to position, the fraction via the YMF_Dummy subpixel byte, then gravity to speed.CodeXkeeper0/smb1
    How we know
    6668	ADC SprObject_Y_MoveForce,x
    6669	STA SprObject_YMF_Dummy,x
    ⋮
    6676	ADC SprObject_Y_Position,x                   ; add vertical position to vertical speed plus carry
    ⋮
    6683	ADC $00                                      ; add downward movement amount to contents of $0433
    ⋮
    6685	LDA SprObject_Y_Speed,x                      ; add carry to vertical speed and store
    
    src/prg.asm lines 6666–6687 at 1cc3c92 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

  3. ^ abIn the running game, ObjectFall and SpeedToPos move Sonic's 32-bit position each frame by his speed shifted left 8 bits, X by this frame's X speed and Y, in the air, by the Y speed before gravity, so positions are 16.16 and speeds 8.8 fixed point.Verifiedsonicretro/s1disasm · Sonic Retro, “Sonic Physics Guide: Calculations (Pixel and Subpixel)”
    How we know
    16		move.w	obVelY(a0),d0				; load vertical speed
    17		addi.w	#gravity,obVelY(a0)			; increase vertical speed (apply gravity)
    18		ext.l	d0					; extend speed to longword
    19		asl.l	#8,d0					; shift speed up a byte (16.16 fixed point)
    20		add.l	d0,d3					; add speed to Y-axis position
    
    _incObj/sub ObjectFall & SpeedToPos.asm lines 16–20 at 15dfa3a · upstream ↗
    Each pixel is effectively split into 256 slices along both axis and this means the finest fidelity available for movement is 1/256th of a pixel (aka 0.00390625).
    Pixel and Subpixel · archived copy ↗

    Measured by a script. It fails if the result disagrees with the claim.

    The numbers come from the run; its author, an AI model, checked the script measures what the claim says, 2026-10-25.

    Checked by a second AI model, 2026-10-25.

    In the claim ledger

  4. ^CODE_00DC4F adds a speed's low nybble to a subpixel byte and its high nybble, sign-extended, plus the carry to the 16-bit position, so Mario moves in sixteenths of a pixel.CodeSMWDisX
    How we know
    10909CODE_00DC4F:                                  ;!
    10910    LDA.B PlayerXSpeed+1,X                    ;!
    10911    ASL A                                     ;!
    10912    ASL A                                     ;!
    10913    ASL A                                     ;!
    10914    ASL A                                     ;!
    10915    CLC                                       ;!
    10916    ADC.W PlayerXPosSpx,X                     ;!
    ⋮
    10920    LDA.B PlayerXSpeed+1,X                    ;!
    ⋮
    10930    ADC.B PlayerXPosNext,X                    ;!
    
    bank_00.asm lines 10909–10933 at 30643c7 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  5. ^Celeste's actors sit on whole pixels; MoveV adds the float distance to a remainder, moves by its rounded value, and keeps the fraction.Dev blogThorson 2020 · NoelFB/Celeste
    How we know
    xRemainder += amount; int move = Round(xRemainder); if (move != 0) { xRemainder -= move;
    Actor Basics · archived copy ↗
    935                MoveV(Speed.Y * Engine.DeltaTime, onCollideV);
    
    Source/Player/Player.cs line 935 at 1b0ce45 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-20.

    Checked by a second AI model, 2026-10-27.

    In the claim ledger

Sources

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