The values used are based on where the camera boundaries are situated at and how each boss moves. For Labyrinth Zone, it's based on the corridor's boundaries. Comments and suggestions about the values chosen are welcome. This should help make it a bit more clear about how the boss moves around and help make repositioning them in hacks easier to deal with. The positions where the camera scrolls towards after the bosses are defeated are also included. This was mainly made to address this post on Sonic Retro.
I also fixed the build script, because it wasn't actually continuing to fix the ROM header after building, since the return value from it was being used for os.exit(). I ported over the method of handling that from the Sonic 2 disassembly.
Also, a few other tiny changes regarding a missing SST label and label changes in the SLZ boss.
The values used are based on where the camera boundaries are situated at and how each boss moves. For Labyrinth Zone, it's based on the corridor's boundaries. Comments and suggestions about the values chosen are welcome. This should help make it a bit more clear about how the boss moves around and help make repositioning them in hacks easier to deal with. The positions where the camera scrolls towards after the bosses are defeated are also included. This was mainly made to address this post on Sonic Retro.
I also fixed the build script, because it wasn't actually continuing to fix the ROM header after building, since the return value from it was being used for os.exit(). I ported over the method of handling that from the Sonic 2 disassembly.
Also, a few other tiny changes regarding a missing SST label and label changes in the SLZ boss.