Refactored the cSDLMap code - now the map data is stored in a vector instead of a list, thus granting be both sequential and random-access powers.
Which is nice when it comes to culling, and fixes some fundamental flaws I would have encountered during gameplay programming (ie, whether or not a unit is standing in the water)
I would be able to get an fps boost because the culling function just went from bounds-checking 80*60 tiles sequentially to just rendering the ones necessary via random access.
Apparently, bounding boxes are faster than shit. Holy shit.