Huge breakthrough : D
I had a great idea, and I was able to pull it off. Before, I was rendering each tile to a polygon. Before that, people were mimicking pixel buffers with showimg's, rendering a showimg for each tile(or multiple per tile). Either way was very slow... however I had an idea!
I first process the level(or gmap, eventually) and render it to a drawingpanel. Then I take the image and save it. Now I have an image of the level(thus in the future I can easily use this script in any desired level) that I can use to render. Instead of rendering a polygon for each tile I now can specify subsections. The higher, the better the rendering. Then I chop the prerendered image up into sections dependent on the subsection count. This allows me to keep the horrible artifacts of Graal's poor texturing to a minimum while being able to easily render the entire level without framerate loss.
As you can see, still 20fps. Chances are even the slowest computers will be able to render it this way. Now I just need to figure out the math involved and I'm almost done
