Thanks for the support peoples; just so you guys know what a PAIN in the ass duplicating the view in SOTN was, here is the comments section from the top of it with all the details on how it works:
///////////////////The View in SOTN//
//
//the view is set so that it is the equivalent of 256*206 in GM; for the horizontal view, the full tile is show on both sides of
//the screen at all times. //Generally, on the horizontal sides it ends with 2 tiles on each extreme left/right of the room; nice
//and simple. The vertical view is a bit more complex: when the player is at the extreme top and bottom of the room, it stops
//when the top & bottom tiles are half shown in view (each tile is 16x16). HOWEVER, all other times the view normally
//stops when the tile on the bottom of the screen has only 1/4th of it shown (4 pixels) and the top block has 3/4th's
//of it shown (12 pixels). This code below PAINSTAIKINGLY duplicates this. It uses several variables (all listed below)
//that are declared in the hitbox object's create script. I also had to acount for the fact that if you are hugging the ceiling
//or floor as a bat when either view suddenly was set back to the normal limit (top & bottom of the screen) that in SOTN
//it SLOWLY adjusts to where it should be rather than instantly jerking into place.
//
//The view is limited in game by objects that place a limit on any of the 4 sides, and then another to reenable it. the vertical view
//is disabled a few times in the game (though not often relatively speaking). The horizontal view is rarely disabled; I in fact
//can only think of 1 instance where it is: in the intro stage when fighting Dracula.
//Variables Involved:
//Disable Hscroll/Vscroll: indicates if some part of the view is limited.
//Disable_hscroll: 1 = left side limited, 2 = right side limited, 3 = both limited
//Disable_vscroll: 1 = top side limited, 2 = bottom side limited, 3 = both limited
//
//left/right/etc. limit: hold the limit on all 4 sides of the screen. If no part is disabled they are defaulted as listed below:
//left_limit: 32 (2 tiles)
//right_limit: room_width-32
//bottom_limit: 40 (2.5 tiles)
//top_limit: room_height-16 (1 tile)
//
//to set these limitson the object put the mouse over where you want the view to stop in the room editor (y and x sizes
//should be set to 4 each). Next if on the top add 1; if on the bottom subtract 1. Set these in the creation script for the object.
//The Disable object needs this value; however both the enable/disable objects must have the correct disable_xxxxx value
//in them to work right.
//
//set left/right/etc. view: used when the view is changed and needs to be slowly adjusted. This will make sure that if you are
//hugging that side of the screen that was just changed, it won't jerk but instead move slowly into place.
//For all four, 1 = view has been set already and doesn't need adjusting; if = 0 needs adjusting
//The vars are: set_left_view, set_right_view, set_bottom_view, set_top_view
* A quick note: when I say above that a tile is shown a certain amount at all times, I mean when standing on a flat 16x16 tile for the vertical, and when standing right next to a flat 16x16 tile for the horizontal.
Long story short: the h view was easy; the v view was hell. lol