so i started first to try and recreate the tilemap as it normally works in rmxp.
i tried three systems:
a) ForeverZer0's Custom Resolution: one sprite with bitmap for each priority, the size of the entire map.
performance on this was great except for two things: it takes a long time to create the bitmaps for big maps (which is a priority), and the Game.exe process becomes gigantic (~1GB at 200x200) without any other sprites, events, added scripts. maps bigger than 200x200 fail to be created at all.
b) one tile-one sprite (per priority): based on Blizzard's view, only on the current screen plus one extra row and column. the idea was that when player "moves", all these tile sprites move the opposite way and the outermost (out of view) jump to the other way and get the next line of tiles blitted onto them.
in this way performance was off, dropping to 25 FPS right away and farther down when moving. as Blizzard suggested, it probably needs lightweight sprites to function this way (which i have no idea how to create).
c) hybrid: one sprite per priority, blits instead of sprites. this shows the best promise, but i can't get it to work.XD
the problem is the movement. it takes too much to be constantly refreshing all the tiles, so i want to move the whole sprites and refresh only the appriopriate one-tile lines.
well in short i don't know how to pull this off, i tried for a while with resizing the bitmap rect, but it's read only so i tried making it an accessor...errors unsued. i just don't know enough about bitmaps and frankly i can't find any online sources for it, it's all FreeImage and RMagick stuff and i'm like wut o_O is that.
so if any of you can help, or if there's anywhere i can read up on how this is done commonly?