…Wow. A 32-element lookup table for the very computationally expensive
operation of (i * 320), needlessly limiting the amount of unique 384×80
tile sections in a stage to 32… and then TH05 further "optimizes" this
lookup by pre-multiplying all section IDs in the .STD file with the
element size of that table, to save a grand total of 1 x86 instruction.
Part of P0112, funded by [Anonymous] and Blue Bolt.
… because TH04's version of this takes the ASCII stage ID directly from
the resident structure.
So boss battles are simply triggered by setting the background tile
scroll speed to 0? That means…
Funded by zorg.