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EA00: The stack
From here up to MIRROR_TABLE, where ENTRY puts the stack pointer; the main loop puts it back there before every object's update routine (AFTER_GAME), so nothing is left on the stack from one object to the next. The deepest use is RENDER_DYNAMIC_OBJECTS, which keeps three words for every area it wipes until they are copied to the screen. Zeros on the tape.
STACK_SPACE EA00 DEFS $0700
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