Code and data that nothing reaches, each checked by searching the loaded game
for its address and by the build's play sessions: a blip pitched by the turn
counter with 80 bytes of pitches (
BLIP_BY_TURN), two beeps pitched by a graphic
number (
BEEP_BY_GRAPHIC), a whole tune (
TUNE_UNUSED), effects 2 and 3 of the four the
sound sequencer has (
EFFECTS), a routine that would reverse a homer's height
speed (
BOUNCE_Z), code that would set the room builder's position nudge
(
SET_PLACE_NUDGE, so the nudge is always 0), three drawing offsets (
UNUSED_OFFSETS), an
update routine that makes a thing deadly (
DEADLY_AND_DRAW), Knight Lore's printer for
strings with a colour byte (
PRINT_TEXT_STD_FONT), two lone RETs (
STRAY_RET_LEGS,
STRAY_RET_OFFSETS), and
two sprites no graphic number reaches (
SPARE_SPRITEB,
SPARE_SPRITEC). The main loop saves
the stack pointer every turn in MAIN_SP and never reads it; the menu loads a
variable into HL and at once overwrites it. The update-routine table gives
graphic 60, a piece of the panel, the bolts' routine (
BOLT).