I've been modifying my game code to talk to Tileengine and its looking pretty nice so far. I've gutted out my shades stuff and started adding calls to Tilengine. Windows works nicely but I dont have Linux running yet. The Vsync issues I mentioned apply to everything, my code, your samples, other games, it's a failure of the driver related to the switching graphic card systems used in laptops. Other than that, some questions and thoughts:
Do you have any mechanism for animating map tiles? I think a number of Megadrive games did this by DMAing new graphics to video memory each frame -- I had a lookup table of tile indexes (1 entry for each tile, value being the index of the actual tile to show). That way I can easily animate all instances of a tile. Most of my uses could be covered by palette rolls but it would still be useful in cases.
Python bindings are working beautifully in Windows 32 bit and 64 bit, although tileengine.py doesn't detect 64 bit. I'm not at a computer right now but I can suggest a patch soon.
I notice that the tilemaps wrap if I scroll past the end. Is this behavior I can rely on? Does it work into negative coordinates as well? I'm considering abusing this for 'infinite scrolling' applications -- rewriting whichever half of the map the player isn't in, for example.
In full screen and large scaling modes, am I seeing a fake shadowmask effect? Very nice I'm also seeing one pixel apparently wrapping left to right, but I kinda like that -- it gives the impression of slightly quirky hardware.
I found EnableBlur. My first response was "woah, too blurry", but thinking back, my Megadrive was even blurrier, with coloured noise from the RF mod as well If I use it it'll be as an option and probably come with a "getting the damn TV to tune in" mini game.
Tilengine seems to fail silently if a file path doesn't exist or if the image format is not what it expects. I got a lot of blank screens before I convinced GIMP to output the right format and my current pixel editor (ASE) seems incapable of saving the right format. Could I send you some test images to look at? Passing files through the GIMP is messing up my palettes.
I'm already having fun adjusting the background colour per scan line.
Thanks for writing this -- is really cool and fills a niche almost other gfx libraries seen to have ignored.