And I ofcourse have not a clue on how to do that :)
yes and it can be pain work, the good way it to rewrite the core for make all sprite children of camera instead children of the scene.
In rpg maker when you move camera, it update later each sprites position from camera, and this is not good.
The good way it to add sprite as child of your camera, and when move camera, sprite will no need update with the camera pivot.
i remember this bug on a 2 year old test
You can see here all sprite shake because they are not children of the camera.
so logically in the update, it should look like this for parenting.
stage->camera->sprite
but in rpgmaker core it more look like this
stage->camera
stage->sprite
I'm talking about it because the lower the system, the more the phenomenon is present.
So on a bad computer, your project will be just unplayable.