Your camera is actually located at a pixel point of 0.5 points to the right of the center and 0.5 points from the center. At (0, 0) your camera is at the dead center of the screen.
I think that the mistake you made is conceptual, assuming that the reference point of the scene (0.5, 0.5) coincides with the central coordinates of the scene.
If you work in pixels, which seems to you, the camera position (500, 700) will be in the upper right corner of your map, (-500, -700) will be in the lower left.
It is assumed that you are using midpoint binding, which is the default Xcode SpriteKit pattern.
This means that the answer to your question is: literally move the camera around your map, as you wish, since now you will be sure to know that this pixel is literal.
With one caveat ...
many games use restrictions to stop the camera before it reaches the edge of the map so that the map is not half and half on the screen. Thus, the edge of the map is displayed, but the farthest way to move the camera is enough to reveal this edge of the map. This becomes the basis for restrictions when you have a player / character who can walk / move to the edge, but the camera does not go all the way.
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