Looks like you are using some sort of smooth scroll script. At this time, the only fix to that is to replace all floats in the script to integers. So remove anything after a decimal point in the number (such as change 16.0 into 16). The effect will be reduced, but it still passes.
Reason: The tilemap script currently works on using a bunch of sprites. To make the effect of moving, the tiles' x/y values are changed. The smooth scrolling script will subtract the x/y values with floats.
tile.x -= 3.5623874 #or some odd number like that
The real problem is the rounding that occurs.
If you were to subtract a sprite's X value by, say, 0.2, it will round up to the nearest integer (or 1). Smooth scroll scripts always, on every frame, keep subtracting these X values, even when you are standing still. It's kinda hard to explain, but trust me on that.
So think about it: every frame, you're subtracting the tiles' X/Y value by a number less than 1, but it still treats this number as if it were a 1. That explains the ghostly movement of the tiles disappearing offscreen and, as a result of having the sprites not being in the right coordinates, creates an error.