@Phaelax I spent a lot of time messing around tonight trying to use that Tiled to Binary Convertor tool I found.
In the end, I just threw it out and thought "you know I am making this way too hard!". So I opened the Tiled data file and copied out the actual CSV data for my two map layers and pasted it into a new text file.
Then wrote a super simple loader for it. This is the approach I will use going forward. All I need is the actual layer tiles data. That is all I use. Sure, binary would be my preference but at the end of the day I figured why is it so important to me. I don't have time to screw around on this stuff.
Anyway, then I started designing my tile map scrolling engine. AppGameKit makes this so darn easy because it basically supports something very much like hardware scrolling back on the C64 and Amiga!
I'm talking about SetViewOffset of course. So it became a simple matter of "hardware" scrolling via SetViewOffset then doing a coarse scroll of 1 tile.
Basically I just have a grid of sprites on the screen. And of course I have a border of sprites as well. Meaning the grid extends one tile in size all around the screen.
The "coarse scrolling" is in reality simply updating each of those sprites images according to the current map position.
And this allows for scrolling through maps of unlimited size (well limited by RAM of course). It supports horizontal, vertical and diagonal scrolling.
I must say I am really enjoying AGK. It just makes everything so darn easy. What a wonderful api.
And here is a huge gif showing the current result. Sorry for choppiness but I had to optimize the gif to get it down to 5 MB. lol And of course the original video was fairly choppy as well. In the "game" it is smooth as silk.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)