Efficient game maps and Scrolling

What I did was load a seperate tile and multiplied somthing by the amount of tiles I want to move(I think tile size). The only problem about this is when ever the seperate tile is rendered, It slows the game down and the delta rises from 16 - 17 up to 60 - 75. And when I move the map, that rendered tile gets pushed/shaked so you can see under it for a second.

Hi there

I am amazed on the level of help you get here, although you are kind of asking for basics that are covered in several tutorials and from the first few posts on it seems obvious to me, that you need to learn that stuff or the guys here need to take your hand and walk you through every step. All this is explained in several internet tutorials. How to handle tile maps, collision, camera / screen and all that. Unfortunately I only have one link at hand: http://www.tonypa.pri.ee/tbw/start.html
But there is more on Gamasutra and some gamedev related websites that gather articles on game programming.

So my advice is: google for some tutorials using the words in use here, tile based maps and such. Read them, understand them, do some programming, maybe do some stuff with pen and paper. I would say we cannot give you a full lecture, but to my surprise the people here are on it. I do not want to stop anyone to walk you through it step by step, but the flow of questions will never end when you do not manage to solve stuff yourself.

The short short version is:
You use a tile based map in a 2D array (x and y coordinates). You have a player coordinate and this is sourrunded by your viewport, defining the part of the map you currently view. You calculate on screen coordinates for each tile based on the viewport position and the tile coordinates. So if your viewport begins on coordinate 10,10, you draw the tile at total coordinate 10,10 on the screen at 0,0. Give or take some, because your character and viewport moves smoothly and does not jump tile by tile but instead moves from one to the other, so you will have some pixel offset in place, when you are in between tiles. All your collisions and mobs (enemies, items, stuff) are based on the internal array and their total world coordinates. Nothing of that really moves around except your viewport / camare and the part of the world you currently see.

Hopefully you can find your way from here on and the others keep on helping. I primarily wanted to point you to the internet sources out there, there are many and good ones. Your questions are sometimes so basic, you really need to research your stuff. There cannot be someone every time to tell you how its done. Good luck.

-JAW