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Rmxp's default tilemap class

I am trying to emulate rmxp's default tilemap class, but I've encountered a z-coordinate problem. Does anyone know how many sprites are used in the tilemap? Is it one for each z-coordinate? Or one for each layer? Or something entirely different? Do the z-coordinates of the sprites change as the tilemap scrolls? Any help would be welcome.

EDIT: Okay, I semi-solved this problem, now I have a new problem. What is the most efficient way to handle autotiles? A sprite for each autotile? One sprite that has all the autotiles? Using the Bitmap#blt method on the already-existing three layers? And how many frames should pass before the autotiles update? I don't want it to lag the game or anything. :(
 
I'd actually recommend taking a look at Poccil's Tilemap class. It is a lot better than SephirothSpanwn's current version, mostly because it runs faster and can display all the tiles. If you have trouble finding it, take a look in his Pokemon Stater kit.
 
Velocir_X":ta7uzumx said:
Someone posted a better rewrite by RTH in this thread:
viewtopic.php?f=11&t=42375

I just dug through that thread, and, although teo different people mentioned the tilemap in the first two posts of the second page, no tilemap class has been posted there. At least, not as far as I can tell.

On the other hand, after a bit of digging, I did find the following two scripts, both of which have mostly been ignored:

Me(tm)'s Tilemap
vgvgf's unfinished Tilemap

Please take note that posting in either of these threads would be considered necroposting, as one was last posted in over a year ago, and the other hasn't had a new post since December of last year.
 

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