Deleted my earlier post on window scaling because I solved the problems I was having..Then I ended up with bigger problems..much bigger problems.
I ended up going with the "zoom method" where you set display resolution, layout size, zoom, scrollx/y, and check unbounded scrolling.. the only method that doesn't blur graphics on most video cards, and the same method everyone recommends using. I finally got it working right with my game, and I was stoked!!
Then I realized that the bigger the window gets, the bigger the VRAM usage gets.
I don't just mean a little bit, either. Without any window scaling the game in it's current state uses 0.56mb VRAM. Upscaled we're talking 14mb VRAM. That's RIDICULOUS! Especially when you consider I've hardly even added anything to the game yet; there's 1 player, a couple of objects, 3 tilesets, and a background, all 8x8 on a 128x112 resolution. And people wonder why I make games with such tiny graphics..
Aside from that, using this method breaks a few things like "Is object on-screen" and screws up object positions on layers with 0% Scroll Rates.
All that said.. Is there seriously
no other way to upscale the window without blurring graphics and having to come up with a bunch of silly workarounds?