Xna Equivalent of Viewport.Unproject in a draw call as a matrix transformation
I am making a 2D sidescroller and I would like to draw my sprite to world space instead of client space so I do not have to lock it to the center of the screen and when the camera stops the sprite will walk off screen instead of being stuck at the center.  In order to do this I wanted to make a transformation matrix that goes in my draw call.

I have seen something like this: http://stackoverflow.com/questions/3570192/xna-viewport-projection-and-spritebatch

I am a bit confused though.  If my world space is 5 times the viewport size (6400 = 5*1280), would I do something like Matrix.CreateScale(5*graphics.Viewport.Width).  When I try to do something like this the sprite is drawn off screen.  

I'm also unsure of what scale(1,-1) and translate are actually doing.

Xna Equivalent of Viewport.Unproject in a draw call as a matrix transformation
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I am making a 2D sidescroller and I would like to draw my sprite to world space instead of client space so I do not have to lock it to the center of the screen and when the camera stops the sprite will walk off screen instead of being stuck at the center.  In order to do this I wanted to make a transformation matrix that goes in my draw call.

I have seen something like this: http://stackoverflow.com/questions/3570192/xna-viewport-projection-and-spritebatch

I am a bit confused though.  If my world space is 5 times the viewport size (6400 = 5*1280), would I do something like Matrix.CreateScale(5*graphics.Viewport.Width).  When I try to do something like this the sprite is drawn off screen.  

I'm also unsure of what scale(1,-1) and translate are actually doing.
