Wow this is looking great! I really like the forest maps. I like them a lot more than the mostly water maps, to be honest. The buildings look great as does the animation entering/exiting houses.
Yeah, my code tends to be less modular/clean-looking, not necessarily optimized but when i know i'll need it i tend to aim more for speed than size. I also often take code from older projects and rewrite them to be more specific to what i need in my new project. I dunno how many sprite routines i've written, aligned, non-aligned, masked, 8x8, 16x16, 24x24, variable width, etc

But the reason why my fastcopy handles smoothscrolling in my tilemap engines is because it made it really easy to draw maps, because i can optimize my tilemap routine to directly ldir the sprites to the gbuf (since i draw the map byte-aligned) without needing a sprite routine. I also keep track of the current gbuf position to avoid having to calculate that each time i draw a new tile. It makes animating tiles and all the masking and stuff i do in Juego much easier, i'm not sure how i'd do that if i had to draw an entire screen full of non-aligned masked tiles

So, Nano, any hints on a storyline?