I have my code set up to draw a couple of tilemaps on the console (yes, I know it's pretty bad code so far). So far, it runs really quickly... when it's not on the correct tilemap. When it is showing my own data for the tilemap, it runs pretty slugishly. Can anyone help me figure it out? I'm uploading to pastebin simply because I don't want to flood the topic. This is C++ btw: http://pastebin.com/QDJXc0nw
Can you be a bit more specific about which routine is being problematic, as well as what it's drawing from when not on the "correct" tilemap?
I think the best way to explain it would be a visual example. Here is the current build of it from my computer: http://dl.dropbox.com/u/11832443/Playformer.exe

I think the routine that is messing up is the bufTilemap() routine, or even lower than that, bufSpriteTrans(). I also just noticed that it seems like when the area is very graphically straining/uses more sprites, the slower it seems. When it is a screen of one tile/color, and it has a random tile somewhere on that screen, it runs really fast, but the ones where it has a lot of detail it dies. The "correct tilemap" is the tilemap that I put in myself. In this case, it is the one that is blue and red alternating.
  
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