All the 2d zelda games use tiles of the same dimensions everywhere. Not only because it makes sense for the levels, but because the actual hardware only deals with tiles of a set size. Which zelda games are you thinking of?
[quote] Even so, a quad tree is still probably the best choice as it can cull large amounts of data in one simple check. That, or you can iterate over every single tile thats currently visible (which can be alot) and see if its inside the view or not…I think the answer between those two is quite obvious
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As has already been mentioned, with a regular grid you don’t check every tile, but can easily figure out the bounds in the array which are in view. The only point a quadtree might help would be the culling of moving sprites (player, npcs, items, etc.). However unless you’ve got a huge level then the cost of maintaining the quadtree is likely to outweight the cost of doing a manual culling of each one individually.
kaffiene: Assuming you’re already using managed images so your drawing is a fast as possible, the main snag is likely to be your tile size. With managed images you get rather fast drawing speed but still incur a certain overhead for each drawing op. For small tiles like yours that starts getting rather significant. I found 32x32 tiles (for a 640x480 resolution game) are about the right compromise. If you really do need small tiles sizes in certain areas then you can perhaps split your levels into two layers - one of large (say, 64x64 or 128x128) tiles for the base and major structures, then a smaller, sparser detail layer with 16x16 images.