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CBC3: The pieces of the border, and unreached code from Knight Lore
Eight entries of four bytes for PRINT_BORDER, as in PANEL_DATA: graphic, flags (bit 6 mirrored, bit 7 upside down), x, y. The screen is 256 by 192; the corner is 32 pixels square.
Then, from the 33rd byte, code that nothing calls or jumps to (the loaded block searched for its address): Knight Lore's colour_panel, which coloured the frame of that game's sun and moon window, byte for byte the same but for the address of the fill routine, here FILL_BOX. It blacks out columns 22 and 29 of rows 21 to 23 and makes columns 23 to 28 of rows 20 to 23 bright red. Alien 8 has no such window; its panel is coloured by COLOUR_PANEL. The code runs on across COLOUR_PANEL_RED and COLOUR_PANEL_TAIL, entries of their own only because the disassembler took those bytes for text and data.
BORDER_DATA CBC3 DEFB $04,$00,$00,$A0 Graphic 4, the corner, at (0, 160); mirrored at (224, 160)
CBC7 DEFB $04,$40,$E0,$A0
CBCB DEFB $04,$C0,$E0,$00 Graphic 4 mirrored and upside down at (224, 0); upside down at (0, 0)
CBCF DEFB $04,$80,$00,$00
CBD3 DEFB $06,$00,$20,$A8 Graphic 6 at (32, 168), the top edge's first; upside down at (32, 0), the bottom's
CBD7 DEFB $06,$80,$20,$00
CBDB DEFB $05,$00,$00,$20 Graphic 5 at (0, 32), the left edge's first; mirrored at (232, 32), the right's
CBDF DEFB $05,$40,$E8,$20
CBE3 XOR A Unreached: black, one byte wide and three rows deep, at column 22 of row 21 and at column 29 (FILL_BOX fills B bytes by C rows with A)
CBE4 LD HL,$5AB6
CBE7 LD BC,$0103
CBEA CALL FILL_BOX
CBED LD HL,$5ABD
CBF0 LD BC,$0103
CBF3 CALL FILL_BOX
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