I think he's saying that there would be tiles whose positional values would be outside the view port.
Since I've never done this I won't go into too much detail but, if it were me.....
Assuming side scrolling only for now, number the tiles 0 through whatever for their horizontal order number (we'll call it variable "ordnum") and assign the appropriate images to the sprites for those position.s Assume for now the tile width is 32 pixels. If the leftmost tile is supposed to be up against the left side, the x position of any of the tiles will be the horizontal order number of the tile * the width of the tiles.
Tile 0 has its x-position at 0 * 32 = 0
Tile 1 has its x-position at 1 * 32 = 32
Tile 2 has its x-position at 2 * 32 = 64
etc.
Now you want to shift the background three pixels to the left. You'll need to set the x offset of all the sprites to 3. Scroll it three more pixels to the left and the x offset needs to be 6. Keep scrolling and eventually you find yourself in a position where Tile 1 is now aligned against the left side or further on. In theory, though I haven't tried this, you could continue to manipulate the background by offsetting the x position of all the involved sprites by the column of the pixel that needs to be in the leftmost column. So if column 153 of your background needs to be up against the left, set the x-offset of all tile sprites to 153.
You'd probably want to detect which tiles are supposed to be on screen and hide the sprites of the ones that aren't currently visible and show the ones that are. This cuts down on unnecessary CPU usage.
There are other ways to do this but this is the most direct.
Lilith, Night Butterfly
I'm not a programmer but I play one in the office