i really like the way the map builder is progressing mate top stuff!!
thanks very much for the bug fix i would never have noticed that.
As for the fps not scaling while your standing still at the start. that is very strange.. it almost sounds like the timers are not firing properly. i will try too replacate it.
i found a few misc bugs tonight while building the basis for my game. one where the sprite zbuffer gets messed up when you walk in an anti clockwise circle round the sprite which i fixed.
and another where you get a strange gfx glitch at random times i think i am close too sorting.
definitly we should clamp rendering too 30ms intervals that way we can be sure no matter what detail level the game is at. player movements and such all stay the same from system too system. i actually had already implement this in the above upload and fps was at 31.somthing - 33.something
i wouldn't worry about scaling detail the other way. because increments happen at 1 every 6 seconds chances are while you sit at 40fps if you decrease stripwidth by 1 you would drop below 30 so it would just yoyo back and forth and be visually distracting for the player. the good thing about sitting at 40fps is that even if you clamp too 33 you know that you have 7fps for game logic before you would lose any more detail

once i manage too iron all these little kinks out ill upload a fixed up version.

-edit here is a version with lots of bug fixes.
1. fixed the bottom of the sprites not scaling correctly.
2. i now loop the process sprite 20 times before the program runs too populate the sprite z buffer.
3. i have split the sprite zbuffer away from the processing loop too make it work correctly.
4. moved the sprite z calcs too before the if check in the processing loop stops weird sprite movement when they pop into view.
5. locked fps down too 30ms.
6. added the fix you spotted ck.
and lots of little fixes everywhere. i have checked from every angle possible and everything renders properly there is 0 glitching or strange gfx scaling anywhere i can see now.
i have tried everything and cannot replicate the strange problem you have with fps sticking until the player moves. i would like too understand why that happens though so will keep trying too see if i can replicate it. i am going too run this on different systems in the next few days.