The emulator in no way tries to emulate the performance
characteristics of real hardware.

For this and many other reasons, every developer should run their
application on real hardware before considering it to be ready for for
release to the public.

Re:

> I thought about decoupling the movement from the framerate (speed =
> pixels/second), but this
> requires the use for floats, which make the calculation rather slow.

In a game you should never tie the speed of movement to the frame
rate, because that will of course vary across different hardware.
Even if we were doing a "google phone" and completely controlling the
hardware, we'd want to release new hardware in the future that goes
faster, and your game then wouldn't work well with it.

Also there should be no reason to need floats to deal with this, you
can use fixed point integers.

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