Albrook is a hell of a map, I even remember having trouble getting miniSphere to load that one properly.
miniSphere doesn't impose a hard limit on texture size, but not all GPUs like huge textures. What you want to do is construct a square atlas by taking the ceiling of the square root of the number of images (that's a mouthful! ) and use that value for both the X and Y sizes:https://github.com/fatcerberus/minisphere/blob/v4.8.4/src/minisphere/atlas.c#L59The correct U/V for a tile is then easily calculated by simple modular division:https://github.com/fatcerberus/minisphere/blob/v4.8.4/src/minisphere/atlas.c#L95-L109
Thanks for the suggestion, I was already planning something like that - doing it now, I only did the simple maths version because I coded the original implementation of this in the middle of the night.
Going to take a pause from compatibility and re-do how I draw maps, using the map as an atlas to texture a shape the size of the screen seemed like a good idea but I think it may be causing problems.
Are you sure the ripples are not just screen tearing? miniSphere doesn't attempt to vsync.