Simple floor rotation code
Do whatever you like with this :P
Requires Brass >= 1.0.2.2

Using the demo;
Use the arrow keys to look/move around. Clear quits. Exit the program/restart it to toggle interlaceing on/off.

[*]It draws/rotates a 16x16 tilemap. The tilemap can be easily extended by scrolling more tiles in at the edges as the camera moves around.
[*]The angle goes from 0->255 (smooth).
[*]The camera can be moved around (16-bit offset).
[*]Supports up to 32 different 8x8 tiles. More can be added at an even greater performance hit!
[*]Change the scaled size of 
[*]96x64 is really very, very slow. 64x64 is still very slow. 64x32 - drawing alternate lines each frame (interlacing) is fast enough on the TI-83, but looks absolutely horrible. This would be great on the 15MHz calcs, as you'd get nice fluid framerates at even 96x64.
[*]A competent coder should be able to optimise this. The technique is sound, my implementation is not :)
[*]Requires a lot of things to be aligned to 256 byte boundaries. Shoddy, if you ask me. Also, all map indices should be multiples of 8, else you'll get half-scrolled tiles (hence the 32 tile limit).

The speed can be massively enhanced if you don't use a map and expand each sprite (so each pixel is a byte). This works smoothly even at 96x64, but is a bit useless.
Most of the maths is 16-bit fixed-point.

Apologies -
This is just a quick hack/test. Hence the mess of ternaries, loop directives and so on.
I wrote Brass, so yes - someone DOES use those weird/seemingly useless features. :)