Perhaps, as far as destination coordinates are concerned, but for the walk path at least it must have taken hi-res pixels into account (drawing the character animation from point A to point B) because look at some of the screens where Roger and other characters are in the distance. The shuttlebay, for instance, or outside the bar on Polysorbate LX. Those are not only pretty smooth and fine animations but movement as well and he's very small on the screen.
BTW, slightly off-topic, but am I the only one that can't stand it when 320x200/240 games are upscaled to 640x400/480 (or higher) and the character sprite is scaled normally when walking in the distance so his/her pixels are smaller than the background's? Kind of hurts the immersion for me. Just looks sloppy. AGS is the worst for this. It used to allow proper scaling to whatever the game was made for for distance-drawn sprites, but now it just scales them to whatever pixels are on the screen. And some people considered this better! Developers included. I can't stand it. Games made for higher resolutions (backgrounds are at least 640x480 natively) don't look as bad with this, but it's murder to my sanity on low-res.