Hi,
Yes, my "brute force" approach was the same as Fall X's. Just draw every (partially visible) tile into a single, stationary bitmap. As to whether it is better to group into 4x4s, there is no "object overhead" per frame at all, like there might be in a "flash.sprite" style engine. Consider this:
Same number of final pixels copies per frame is the same - but more edge bitmaps using 4x4s.
Super tiles: quarter (16th?) looping overhead, but super tiles must be generated and cache must be consulted. My guess is that both options will be fast, but depending on the "average number of screens moved per frame", the super - tile generation will be a bit slower than the looping overhead.
If you have more complex tile options (eg, rotation or "stacked") then it would make sense to do some kind of caching.
The "sprites" are actally just the same as the tiles - copyPixels from one bmp to another. I don't use the flash object, although I do have an object of my own, that contains references to bitmaps etc. and game-world coordinates.
Once you decide that you are going to draw every pixel every time, animated objects take no longer that static ones. Simply adjust your source tile texture coordinates.
Flyingcow, I think the bit you are missing is that you can draw a bitmap off the screen and flash will clip it for you. So it you draw a 32x32 tile at (-16,-16) on the "viewable bitmap", you will see the bottom right corner of the tile in the top-left corner of the bitmap, and therefore the screen. To scroll, you just change the (-16,-16) to (-15,-16) or whatever when you draw the next frame and the graphics will appear to scroll.
