Unused | Alchemy
Alchemy Docs

Unused

ValeStormyNight_UnusedGaretJoinsIsaac, which the game never plays, as it would play
ValeStormyNight_UnusedGaretJoinsIsaac, which the game never plays, as it would play

UNUSED marks a function nothing calls, and a comment opening with Unused: something the game can never reach, with the reason; what only the debug menus reach is not unused. Unused collects them. (Glossary)

Running a scene

FieldCamera_Follow

Unused: makes the camera follow target; unless keepCurrentPosition is set it jumps there at once.

In camera.c, line 149

Event_ShowSpeakerMessage

Unused: reached only through a bare veneer in system/far_call/OVERWORLD.S, which has no symbol, so no code can call it. It would record the speaker, open the message near it and wait unless fast-forwarding, then advance the message index. Like Event_ShowMessageAtPosition it moves the position 32 away from the middle and clamps it to 8..312 and 20..220, ranges larger than the 240 by 160 screen, before passing it to a window routine that takes tiles; with no caller, the units it expected can't be told.

In messages.c, line 336

Event_ForwardShowMessageAtPosition

Unused: reached only through a bare veneer in OVERWORLD.S; forwards its arguments to Event_ShowMessageAtPosition.

In messages.c, line 409

Event_ShowMessageAtPosition

Unused: reached only through a bare veneer in OVERWORLD.S. It would open the event's message at (x, y), wait for it and advance the message index; its units are as unknown as Event_ShowSpeakerMessage's.

In messages.c, line 417

LzPack_PackStream

Unused: packs size bytes of input into dst with a small LZ scheme and returns the packed size. Each group starts with a flag byte, a set bit marking a match: two bytes of distance and length (lengths 2 to 16), or three for lengths up to 272; a match is put off by one byte when the next position matches further. A zero match ends the stream. Nothing in this game calls it.

In lucky_wheels.c, line 1472

Actor_GetSlotAddress

Unused: returns the address of actor slot index in the field work.

In actors.c, line 336

ScreenTransition_SuspendCallbacks

Unused: suspends the window transition's two tasks. Nothing calls it, by name, far-call entry or table.

In transition.c, line 578

Overlay_CallInitialize

Unused: runs the loaded overlay's initialize entry; nothing calls it.

In triggers.c, line 173

Scenes

altin_peak.c, line 220

Unused: a round boulder at (520, 632), outside both of the room's camera boxes (gAltinPeak_SpritzEntrances': one ends at z 568, the one below it at x 384), so the player never sees it, and no trigger names it. It stands almost where AltinPeakJunction places its own boulder, (536, 636). ★ Named from the game: "Mother, look!! A boulder blocking the road!!" (MsgGomaNoUsePsynergy)

In altin_peak.c, line 220

AltinPeak_RequestPsynergy

Unused: asks the field to use Frost (psynergy 0x1018, party member 4 and ABILITY_FROST); nothing calls it.

In altin_peak.c, line 2299

gAltinPeak_SecondWaterBeastTriggers, line 3086

Unused: two rows past the end marker, which no lookup reaches: a second ALTIN_PEAK_SECOND_WATER_BEAST_CHEST_ROOM_TO_LAKE exit and a chest on trigger 100 holding a Herb under FLAG_ALTIN_PEAK_UNUSED_HERB, the spot where the Cookie chest above already stands.

In altin_peak.c, line 3086

Entrance_Divide

Unused: a signed division nothing calls.

In babi_lighthouse.c, line 211

gBabiLighthouse_NoActorTemplates

Unused: an empty actor template table nothing returns.

In babi_lighthouse.c, line 1748

BilibinBarricadeActorId, line 229

Unused: a blank actor (SPRITE_BLANK_32) placed at the map's origin; no code or trigger addresses it, so it never shows or answers anything.

In bilibin.c, line 229

gBilibinEntrancesOther

Unused: the entrances for a scene other than the three, which never loads this overlay. Its words read as a MAPGRID_ANIMATION_STEP list, not as entrances.

In bilibin.c, line 1022

ColosseumAzartMatch_SetCourseFlag

Unused: sets FLAG_AREA_TEMP_00; nothing calls it.

In colosseum_azart_match.c, line 595

String_WriteU32AsHex

Unused: writes eight hexadecimal digits and a terminating null; nothing calls it.

In colosseum_azart_match.c, line 1363

ColosseumAzartMatch_MarkStageReady

Unused: marks the shared stage state ready for the waiting script; nothing calls it.

In colosseum_azart_match.c, line 1380

ColosseumNavampaMatch_UnusedWarriorTalk

Unused: talking to a character at the third finals site would have handed the player control of that character.

Nothing calls it. Arriving at COLOSSEUM_NAVAMPA_MATCH_FROM_COLOSSEUM_SOUTH it would ask a yes or no question and, on yes, make the character it names the one the player moves alone, as the friends' turns do.

In colosseum_navampa_match.c, line 910

ColosseumNavampaMatch_UnusedCountdown

Unused: a lettering countdown before the match, for a signed number of seconds; nothing calls it.

In colosseum_navampa_match.c, line 2066

WriteU32AsHex

Unused: writes eight hexadecimal digits followed by a terminator; nothing calls it.

In colosseum_navampa_match.c, line 2111

ColosseumNavampaMatch_MarkOpponentFinished

Unused: marks the opponent path recorder as finished; nothing calls it.

In colosseum_navampa_match.c, line 2127

ColosseumSatrageMatch_UnusedRollCenterLogNorth

Unused: no trigger row calls it, so the Board Walk's center log never rolls. Walking into it would have rolled it north, as the western and eastern logs roll west and east (ColosseumSatrageMatch_RollWestLogWest and the rest).

In colosseum_satrage_match.c, line 717

ColosseumSatrageMatch_UnusedRollCenterLogSouth

Unused: as ColosseumSatrageMatch_UnusedRollCenterLogNorth, rolling the center log south.

In colosseum_satrage_match.c, line 724

ColosseumSatrageMatch_MarkOpponentFinished

Unused: marks the opponent's path recorder finished (PATH_RECORDER_FINISHED); nothing calls it.

In colosseum_satrage_match.c, line 1705

MercuryLighthouse_DropLeaderToColumn

Unused: the leader steps 8 pixels north with the passages' sound and vanishes, then is put at x 8 * column + 8, z 0, with no exit and no end to the event; nothing in either overlay calls it.

In mercury_lighthouse_passage.h, line 41

cottage_rooms_a.c

In cottage_rooms_a.c

CottageRoomsB_FlashPaletteAndSpawnPair

Unused: an update routine that flashes between two palettes and gives off a pair of effects every sixteen frames; no actor is given it.

In cottage_rooms_b.c, line 1212

CottageRoomsB_CyclePaletteWithParticles

Unused: cycles Dora's palette with particles; nothing calls it.

In cottage_rooms_b.c, line 1303

CottageRoomsB_CyclePaletteWithoutParticles

Unused: cycles Dora's palette without particles; nothing calls it.

In cottage_rooms_b.c, line 1309

CrossboneIsle_UnusedGrowFirstPlant

Unused: Growth on Crossbone Isle's first plant would grow it and let the party climb at (304, 368), but the actor templates put that plant at the map's origin, off stage in the forest's corner, where no cast can reach it and the player never sees it (its render).

In crossbone_isle.c, line 635

CrossboneIsle_UnusedBlowAwaySecondIvy

Unused: Whirlwind on Crossbone Isle's second ivy would blow it away for good, but the actor templates put that ivy at the map's origin, off stage, where no cast can reach it and the player never sees it (its render).

In crossbone_isle.c, line 706

CrossboneIsle_UnusedBlowAwayFourthIvy

Unused: Whirlwind on Crossbone Isle's fourth ivy would blow it away for good, but the actor templates place only three, so no actor answers its trigger.

In crossbone_isle.c, line 718

CrossboneIsleKeys_UnusedJumpPastBlueDoor

Unused: walking south into CrossboneIsleKeys's third or fourth blue door jumps the leader forward where he can (Field_TryJumpForward).

Both rows that name it follow a plain step trigger row for the same door (CrossboneIsleKeys_OpenThirdBlueDoor, CrossboneIsleKeys_OpenFourthBlueDoor), which Scene_FindTrigger always finds first; those events jump forward themselves after a dozen steps pressed south against the door, so the player sees the same thing.

In crossbone_isle_keys.c, line 496

CrossboneIsleKeys_TrackFifthPursuerColumn

Unused: tracks the fifth pursuer's column; nothing calls it.

In crossbone_isle_keys.c, line 800

CrossboneIsleKeys_PushFifthPillar

Unused: a task that moves the fifth pillar and refreshes its terrain; nothing calls it.

In crossbone_isle_keys.c, line 1234

CrossboneIsleKeys_UnusedUpdateKeyIcons

Unused: the Blue Keys still lying about would have flashed their icons. In CrossboneIsleKeys they would have shown their item icons one after another, every 16 frames.

Nothing adds it as a task, so the keys never flash.

In crossbone_isle_keys.c, line 1307

gCrossboneIsleKeysRoomTriggers, line 1634

Unused: the plain step trigger rows above answer codes 53 and 54 first.

In crossbone_isle_keys.c, line 1634

CrossboneIsleSteppingStones_SpawnUnusedLeaderParticle

Unused: spawns a particle near the leader once every four frames; nothing calls it.

In crossbone_isle_stepping_stones.c, line 511

gCrossboneIsleSteppingStonesNoActorTemplates

Unused: an empty actor template table nothing returns.

In crossbone_isle_stepping_stones.c, line 1869

FuchinTemple_HopLeaderNorth

Unused: hops the leader one map cell north; nothing calls it.

In fuchin_temple.c, line 1582

FuchinTemple_HopLeaderSouth

Unused: hops the leader one map cell south; nothing calls it.

In fuchin_temple.c, line 1587

FuchinTemple_HopLeaderWest

Unused: hops the leader one map cell west; nothing calls it.

In fuchin_temple.c, line 1592

FuchinTemple_HopLeaderByOffset

Unused: hops the leader by a pixel offset, waiting for the movement to finish; only the three unused hops above call it.

In fuchin_temple.c, line 1598

gFuchinTempleGroundsTriggers, line 2757

Unused: a copy of the row above, which always answers first.

In fuchin_temple.c, line 2757

GomaCaveEntranceActorId, line 86

Unused: two Move hands and a third stump, placed at the map's origin outside the camera's bounds. Nothing in the overlay addresses them, and Move spawns its own hand (FieldEffect_StartItemBreak), so the player never sees them. ★ Named from what the player sees: a large open hand, spr_215.png (its render)

In goma_cave_entrance.c, line 86

GomaCaveEntrance_NoOpB

Unused: a second empty function nothing calls.

In goma_cave_entrance.c, line 204

Imil_UpdateCountdownArc

Unused: an update routine that moves an effect around its stored origin until its timer runs out; no actor is given it.

In imil.c, line 1126

Imil_SwayAndSpark

Unused: an update routine that sways an actor and now and then gives off a rising spark; no actor is given it.

In imil.c, line 1155

gImil_InteriorTriggers, line 1991

Unused: this oven's item row answers first (see the maps README).

In imil.c, line 1991

FuchinFallsCave_DragonsEyeRoom_UnusedMoveFourthLogSouthFromLowerStop

Unused: walking north into step trigger 24 in Fuchin Falls Cave's third room would float the fourth log 80 pixels south (its stops clear). Step trigger 24's cells reach the room only from their copy at columns 10 to 12, row 43, which FuchinFallsCave_RebuildDragonsEyeRoomLogs makes with the log at FLAG_FUCHIN_FALLS_DRAGONS_EYE_ROOM_FOURTH_LOG_LOWER_STOP, and no move sets that flag, so the room never has a step trigger 24 (in tbs-en it appears there only with the flag set by hand; walking north on the log then carries the leader 80 pixels south, past the log's south end, where the rebuild puts the log back).

In imil_fuchin_falls.c, line 923

FuchinFallsCave_DragonsEyeRoom_UnusedMoveFourthLogSouthFromLastStop

Unused: pushing the fourth log south from step trigger 24 in Fuchin Falls Cave's third room would float it 48 pixels south (its stops clear), back to its south end; the room never has a step trigger 24, as FuchinFallsCave_DragonsEyeRoom_UnusedMoveFourthLogSouthFromLowerStop says.

In imil_fuchin_falls.c, line 937

FuchinFallsCave_RebuildDragonsEyeRoomLogs, line 1379

Unused: no move sets FLAG_FUCHIN_FALLS_DRAGONS_EYE_ROOM_FOURTH_LOG_LOWER_STOP, so the log never lies here and the room never gets step trigger 24.

In imil_fuchin_falls.c, line 1379

gKalayInteriors_HouseTriggers, line 666

Unused: this oven's item row answers first (see the maps README).

In kalay_interiors.c, line 666

gKalayInteriors_InnTriggers, line 716

Unused: this oven's item row answers first (see the maps README).

In kalay_interiors.c, line 716

KolimaForestTree_ExitTouchedRegion

Unused: takes the touched exit after the leader's current movement; no trigger row names it.

In kolima_forest_tree.c, line 173

Manticore_UnusedReturn

Unused: the Manticore walks back to its spot (168, 96) and settles. Nothing calls it.

In lamakan_desert.c, line 1014

LogRoomsB_UnusedOfferLeftoverBones

Unused: the cook in the inn's other room offers the party her leftover bones, but gives none.

She would have said I did some cooking, so now I've got all these useless bones. and asked ...You want some?. His earlier talk row, MsgVaultWeDontGetALotOf with no condition, always answers first (Scene_FindTrigger takes the first match), so the player only ever hears that travelers are few in winter.

In log_rooms_b.c, line 247

gLogRoomsB_Triggers, line 548

Unused: the row above always answers the cook first.

In log_rooms_b.c, line 548

Lunpa_PlayRevealCue

Unused: plays the treasure fanfare for Reveal uncovering something, until FLAG_LUNPA_SECRETS_HIDDEN is set; nothing calls it.

In lunpa.c, line 607

gLunpaUnusedWord

Unused: a zero word nothing reads.

In lunpa.c, line 1260

lunpa_fortress.c

Unused: four item pickups that set out an Arctic Blade, a Masamune, a Silver Blade and a Shamshir on LunpaFortressGroundFloor's first four rows, and copies of West Lunpa Cave's exits and actor templates, which these scenes never read.

In lunpa_fortress.c

Scene_GetActorTemplates, line 466

Unused: this overlay never runs for West Lunpa Cave, which has its own.

In lunpa_fortress.c, line 466

LunpaFortress_UnusedTakeArcticBlade

Unused: nothing calls this pickup or the three after it. Together they would set out an Arctic Blade, a Masamune, a Silver Blade and a Shamshir on the four display actors, each taken once (FLAG_LUNPA_FORTRESS_ARCTIC_BLADE to FLAG_LUNPA_FORTRESS_SHAMSHIR); this one takes the Arctic Blade.

In lunpa_fortress.c, line 720

LunpaFortress_UnusedTakeMasamune

Unused: the Masamune, on the second display actor.

In lunpa_fortress.c, line 728

LunpaFortress_UnusedTakeSilverBlade

Unused: the Silver Blade, on the third display actor.

In lunpa_fortress.c, line 736

LunpaFortress_UnusedTakeShamshir

Unused: the Shamshir, on the fourth display actor.

In lunpa_fortress.c, line 744

LunpaFortress_TryCollectDisplayedItem

Unused: called only by the four pickups above. Gives the item an actor shows, with its effect; with no room for it, the actor shows the item is left behind. Returns whether it was given.

In lunpa_fortress.c, line 754

LunpaFortress_UnusedFirstPatrolThrowsPartyOut

Unused: nothing calls it; LunpaFortressUpperFloor's patrolling pair throws the party out through LunpaFortress_PatrolPairThrowsPartyOut instead. The first patrol would stop, ask who the party is and send it out.

In lunpa_fortress.c, line 1336

gLunpaFortressExitsOther

LunpaFortressGroundFloor's exits. Unused: its rows first copy West Lunpa Cave's, which no scene of this overlay reads.

In lunpa_fortress.c, line 3737

gLunpaFortressUnusedWestLunpaCaveActorTemplates

Unused: a copy of West Lunpa Cave's actor templates, taken only by a scene this overlay never runs for.

In lunpa_fortress.c, line 3821

gLunpaFortressGroundFloorActorTemplates, line 3844

Unused: four chests at the map's origin, the display actors of the unused sword pickups (ACTOR_FIRST_ITEM_DISPLAY).

In lunpa_fortress.c, line 3844

gLunpaFortressNoTriggers

Unused: an empty trigger table nothing returns.

In lunpa_fortress.c, line 3964

McCoyPalace_TalkToSoldierShowingTheReward

McCoy's Palace, the treasure room: the soldier who keeps the treasure. While the party chooses, only one item; after, the reward was the greatest; before, Bilibin's great treasures go to whoever ends the curse.

Unused: with flag 0x84d set he would say Pick any one of the four treasures. instead, but nothing in the game names or sets that flag.

In mccoy_palace.c, line 311

gMcCoyPalaceNoActorTemplates

Unused: the getters return it for any scene but SceneId_McCoyPalace, and the overlay serves no other.

In mccoy_palace.c, line 1687

McCoyPalaceGrounds_TalkToEastGuard

McCoy's Palace, outside, until McCoy turns the party away: the east guard asks whether the party is brave enough to meet his lord and, on yes, the gate opens and the west guard walks in; once it is admitted, he reminds it that McCoy is a difficult man.

Unused: the branch for a party back from Bilibin, in which he scolds it once for keeping McCoy waiting (MsgBilibinWhere, Where were you?, and MsgBilibinMasterQuiteCranky), never runs, because FLAG_KEEPING_MCCOY_WAITING is cleared on entering the grounds.

In mccoy_palace_grounds.c, line 213

gMcCoyPalaceGroundsNoActorTemplates

Unused: the getters return it for any scene but SceneId_McCoyPalaceGrounds, and the overlay serves no other.

In mccoy_palace_grounds.c, line 489

mercury_lighthouse.c, line 311

Unused: cleared with the three, but nothing sets or tests it. ★ Named from what the player sees: a stone pipe section (its render)

In mercury_lighthouse.c, line 311

mercury_lighthouse_aerie.c

Unused: SceneId_UnusedMercuryLighthouseAerieCopy, which the area names call Mercury Lighthouse and the debug scene list labels MTO07NG, loads this overlay and the same map. The setup does nothing for it, and no exit, table or code leads there; only the debug scene selector, which reaches every scene, can.

In mercury_lighthouse_aerie.c

MercuryLighthouseAerie_UnusedAlexCastsPly

Unused: Alex raises his hands and casts Ply on the lift's statue.

Nothing calls it. In the game, Alex and Saturos exit over to the lift and ride it down without it (MercuryLighthouseAerie_AlexAppears).

In mercury_lighthouse_aerie.c, line 1744

gSanctum_AltinTriggers, line 2441

Unused: a copy of the row above, which always answers first.

In sanctum.c, line 2441

SolSanctumEruption_UnusedCallbackB

Unused: a second empty function nothing calls.

In sol_sanctum_eruption.c, line 627

gSolSanctumEruption_UnusedStarCells

Unused: a copy of the Elemental Star room's cell animation (gSolSanctumElementalStarRoom_StarCells), nine steps of a 3-by-4 picture; nothing in the eruption plays it.

In sol_sanctum_eruption.c, line 1964

SolSanctumLunaSolRooms_UnusedAnimateSavedStatueLights

Unused: the only way here is a branch of SolSanctumStatue_OpenSeal that cannot run (SOL_SANCTUM_STATUE_TO_SOL_SANCTUM_LUNA_SOL_ROOMS_LIGHTS_SHOWN). The player would have seen the quarters lit since the room last showed them flash ever faster in the Luna room, and Kraden, once: "You found it, Isaac." Called by SolSanctumLunaSolRooms_Initialize at SOL_SANCTUM_LUNA_SOL_ROOMS_FROM_SOL_SANCTUM_STATUE_LIGHTS_SHOWN once FLAG_SOL_SANCTUM_FALLING_LIGHTS_SEEN is set. Toggles each lit quarter's FLAG_SOL_SANCTUM_*_LIGHT_SHOWN; Kraden speaks until the caller sets FLAG_SOL_SANCTUM_KRADEN_SAID_YOU_FOUND_IT. Takes SOL_SANCTUM_LUNA_SOL_ROOMS_TO_SOL_SANCTUM_STATUE_LIGHTS_SHOWN back to SceneId_SolSanctumStatue.

In sol_sanctum_luna_sol_rooms.c, line 1043

SolSanctumStatue_UnusedMoveNorthwestStatue

Unused: the northwest statue slides by itself to (504, 152), where it opens its seal, unless that seal is already open.

Nothing calls it; the player moves the statue there with Move instead.

In sol_sanctum_statue.c, line 840

StuccoRoomsB_ExitThroughWindow

Unused: leaves through TRANSITION_WINDOW, a screen transition of 24 frames; no event row names it.

In stucco_rooms_b.c, line 150

timber_rooms_a.c

Unused: the cactus steak line at the Smoke Bomb's oven, whose item row always answers first, and the entrance TIMBER_ROOMS_A_HOUSE_WEST_UNUSED, to which no exit leads.

In timber_rooms_a.c

gTimberRoomsATriggers, line 689

Unused: this oven's item row answers first (see the maps README).

In timber_rooms_a.c, line 689

gTimberRoomsATriggersAfterAudience, line 733

Unused: this oven's item row answers first (see the maps README).

In timber_rooms_a.c, line 733

gTretTreeBranch_UnusedCellSteps

Unused: the two steps of a door opening, as Vale's doors have them (gValeStormyNight_SanctumDoorOpens); nothing on the branch plays them.

In tret_tree_branch.c, line 378

FLAG_VALE_UNUSED_WATER_BURST_SEEN

Unused: the water has burst up by the river and the strongman has remembered Felix (Vale_UnusedWaterBurstsByTheRiver, which nothing reaches). ★ Named from the game: "I still remember when" (MsgValeIUsedToPlayHere)

In vale.c, line 397

Vale_UnusedEnterJennasGrandparentsHouseBySecondDoor

Unused: its row answers metatile behavior 11, which no cell of Vale's layout (map/map_000, the stormy night's too) carries, as ValeStormyNight_UnusedLeaveToCottageRoomsAWestBySecondDoor in vale_stormy_night.c. It would have opened Isaac's door, walked the leader to the spot before it and taken VALE_TO_COTTAGE_ROOMS_A_NORTH_SECOND_DOOR into the house of Jenna's grandparents, whose way out returns by the other door.

In vale.c, line 707

Vale_UnusedRoofMended

Unused: another cut of Vale_RoofMended, the end of the morning the story begins.

No table names it. It plays the same lines as the event the game uses, Good job, Garet. and I was devastated when Kyle died... among them, but frames them with its own camera and map grid cells, and sets FLAG_VALE_ROOF_JUST_MENDED as that event does.

In vale.c, line 992

Vale_UnusedWaterBurstsByTheRiver

Unused: water bursts up by the river after a tremor. Back from Kalay, a tremor shakes Vale and water bursts up three times north of the strongman by the river who remembers Felix.

No table names it. He would have started, sniffled through I still remember when Felix and I used to play here...*Sniff*, turned to the leader to say that Felix must be protecting Jenna, and set area flag FLAG_VALE_UNUSED_WATER_BURST_SEEN. His talk and Mind Read rows show the same two lines.

In vale.c, line 1855

gValePlaza_UnusedPaletteSteps

Unused: nothing refers to it. A run of palette numbers, 0 to 6 three times each and then 0 to 5 twice each, as a palette cycle of the Psynergy displays would step through them.

In vale_plaza.c, line 2124

ValeStormyNight_UnusedOpenSanctumDoor

Unused: on the stormy night, the Sanctum's door opens and the leader goes into a house of Vale.

It takes VALE_STORMY_NIGHT_TO_COTTAGE_ROOMS_A_WEST_SANCTUM_DOOR (SceneId_CottageRoomsA, at COTTAGE_ROOMS_A_FROM_VALE_WEST, the house VALE_STORMY_NIGHT_TO_COTTAGE_ROOMS_A_WEST and its second door lead to as well). No trigger names it, and nothing else takes that exit.

In vale_stormy_night.c, line 370

ValeStormyNight_UnusedLeaveToCottageRoomsAWestBySecondDoor

Unused: its row answers metatile behavior 11, which no cell of the stormy night's layout (map/map_000) carries. It would have opened Isaac's door, as ValeStormyNight_LeaveToCottageRoomsBWest does for behavior 12, walked the leader to the same spot and taken VALE_STORMY_NIGHT_TO_COTTAGE_ROOMS_A_WEST_SECOND_DOOR into the house ValeStormyNight_LeaveToCottageRoomsAWest leads to (COTTAGE_ROOMS_A_FROM_VALE_WEST).

In vale_stormy_night.c, line 503

ValeStormyNight_UnusedGaretJoinsIsaac

Unused: an earlier version of Garet joining Isaac on the stormy night, which the game never plays.

Its row answers metatile behavior 32, but every way there crosses the cells where Isaac hears Garet struggling (behavior 30, ValeStormyNight_HearGaretStruggling) and where Garet calls after him and joins (behavior 31, ValeStormyNight_GaretCallsAfterIsaac), so Garet has always joined by then and the event's first test, FLAG_VALE_STORM_GARET_JOINED, ends it. Its lines appear nowhere else: Garet runs up (gValeStormyNight_UnusedGaretRunsUpScript), heaves for breath, *Hah* *Hah*, while gValeStormyNight_UnusedGaretPantingScript swells and shrinks his sprite, and asks Are you trapped, too? before they leave together.

In vale_stormy_night.c, line 1324

ValeStormyNight_FlashBoulderMapAnimationEntries

Unused: alternates the four elders between their normal and flashing frame modes; nothing calls it.

In vale_stormy_night.c, line 1672

Vault_SpawnDriftingEffect

Unused: spawns a drifting sprite near the dog, sharing its drawing priority; nothing calls it.

In vault.c, line 1029

PushedActor_FillGridAttributeRectangle

Unused: fills metatile behaviors in a rectangle of the requested map layer; nothing in Venus Lighthouse calls it.

In staged_actor.h, line 153

west_lunpa_cave.c

Unused: a fourth puddle stands at the map's origin, outside the cave's camera bounds, so Frost can never reach it (WestLunpaCave_UnusedFreezePuddle).

In west_lunpa_cave.c

WestLunpaCave_UnusedFreezePuddle

Unused: Frost can never target the puddle placed at (0, 0, 0), outside the cave's camera bounds. It would freeze, and no flag would remember it.

In west_lunpa_cave.c, line 118

gCaveNoTriggers

Unused: an empty trigger table nothing returns.

In west_lunpa_cave.c, line 1103

WorldMapActorId, line 291

After three signposts (SPRITE_SIGNPOST). Unused: they stand at the map's origin, out of the player's reach, and no code moves them. ★ Named from its area name: Kolima Bridge

In world_map.c, line 291

WorldMap_UpdateBlinkingLinkedEffects

Unused: an update routine that blinks an actor and now and then creates its linked effects; no actor is given it.

In world_map.c, line 2843

WorldMap_UpdateCyclingLinkedEffects

Unused: an update routine that cycles an actor's palettes and now and then creates its linked effects; no actor is given it.

In world_map.c, line 2856

WorldMap_CycleActorPalettes

Unused: an update routine that advances an actor's palette on odd frames; no actor is given it.

In world_map.c, line 2867

gWorldSceneEntrances, line 3260

Unused: no exit leads to entrance 45, 97 or 98.

In world_map.c, line 3260

ColosseumNavampaMatch_UnusedEventHook

In colosseum_navampa_match.c, line 898

Colosso_SetGaugeHold

Sets the race gauge's hold, which keeps the gauge on the screen.

In colosso_map_state.h, line 9

CrossboneIsle_UnusedCallback

In crossbone_isle.c, line 236

CrossboneIsleKeys_UnusedHook

In crossbone_isle_keys.c, line 233

CrossboneIsleKeys_UnusedCallback

In crossbone_isle_keys.c, line 972

GondowanCave_UnusedActorCallback

In gondowan_cave.c, line 421

GondowanCave_UnusedMapCallback

In gondowan_cave.c, line 496

Lunpa_CheckAhead

In lunpa.c, line 603

Lunpa_DoNothing

In lunpa.c, line 673

LunpaFortress_DoNothingA

In lunpa_fortress.c, line 772

LunpaFortress_DoNothingB

In lunpa_fortress.c, line 774

LunpaFortress_DoNothingC

In lunpa_fortress.c, line 776

LunpaFortress_DoNothingD

In lunpa_fortress.c, line 778

LunpaFortress_DoNothingE

In lunpa_fortress.c, line 1795

LunpaFortress_DoNothingF

In lunpa_fortress.c, line 3183

SolSanctumEruption_UnusedCallbackA

In sol_sanctum_eruption.c, line 624

TretTreeBranch_RunEmptyEvent

Unused event hook: begins and immediately ends an event.

In tret_tree_branch.c, line 211

TretTreeBranch_UnusedHookFirst

In tret_tree_branch.c, line 216

TretTreeBranch_UnusedHookSecond

In tret_tree_branch.c, line 218

TretTreeBranch_ExchangeInputPacket

Unused exchange callback: puts held/repeated keys in the transfer header.

In tret_tree_branch.c, line 221

gVale_UnusedWaterGrows

A spout of water grows from a tenth of its size north of the strongman by the river and vanishes (Vale_UnusedWaterBurstsByTheRiver).

In vale.c, line 3459

gValeStormyNight_UnusedGaretRunsUpScript

Garet runs up to Isaac (ValeStormyNight_UnusedGaretJoinsIsaac).

In vale_stormy_night.c, line 3071

gValeStormyNight_UnusedGaretPantingScript

Garet heaves for breath: his sprite stretches over 24 frames and settles over 12, for ever.

In vale_stormy_night.c, line 3081

VaultCave_UnusedNoOp

In vault_cave.c, line 492

Field

ActorCamera_ReturnTrue

Unused: returns 1; nothing calls it.

In actor_camera.c, line 189

Actor_RunUpdateAllFromHeap

Unused: copies Actor_UpdateAll (ARM code) to the heap, runs it once and frees it.

In actor_motion.c, line 504

Actor_ReturnTrue

Unused: returns 1; nothing calls it.

In actors.c, line 591

TileMap_NumberPlaceholderMetatiles

Unused: gives each map cell whose metatile number is 0xfff (a placeholder) a number of its own, counting up from 0 in map order.

In map_grid.c, line 80

Actor_SetUpdateValue

Unused: stores value as a word in the actor's update routine.

In player_control.c, line 39

MapGrid_GetCellHighFlags

Unused: returns the top two bits of the metatile halfword of the cell at pixel (x, y). Nothing calls it.

In terrain.c, line 428

PaletteCycle_Initialize

Unused: allocates the palette cycling queue (HEAP_SLOT_PALETTE_CYCLES) with its four entries cleared. Nothing calls it.

In tile_animation.c, line 269

PaletteCycle_Add

Unused: adds a palette cycle: colorCount colours of background palette paletteBank from firstColor, rotated by one every delay + 1 frames. Returns 0, or -1 when all four cycles are taken. The cycle keeps a copy of the colours as they were, which every step rotates from.

In tile_animation.c, line 297

PaletteCycle_Stop

Unused: stops the palette cycles and frees their queue (HEAP_SLOT_PALETTE_CYCLES). Nothing calls it.

In tile_animation.c, line 327

PaletteCycle_Start

Unused: starts running the palette cycles each frame.

In tile_animation.c, line 333

FixedPoint_Multiply8_8

Unused: multiplies two 8.8 fixed-point values, rounding toward zero.

In lucky_dice.c, line 76

Math_ScaleByRatio

Unused: divides two 8.8 fixed-point values.

In lucky_dice.c, line 98

FixedPoint_Reciprocal

Unused: the reciprocal of an 8.8 fixed-point value.

In lucky_dice.c, line 108

Game rules

Unit_LevelNoOp

Unused: reserved entry; keeps its place in the far-call table.

In levels.c, line 308

Unit_GaugeNoOp

Unused: reserved entry; keeps its place in the far-call table.

In units.c, line 746

Battle animations

BattleAnim_RunUnusedTriangleStrike

Unused: no row of gAbilityAnimations in either game names its kind, and the handler table is reached with no other kind (BattleAnim_RunFromTable), so the player never sees it. It would show the spinning triangle and rune of BattleAnim_RunBind without the Djinni, with the user stepping up to the first target on frame 46.

Abilities: none (BATTLE_ANIM_UNUSED_TRIANGLE_STRIKE).

It reads its own copy of the vertex, gBind_TriangleStrikeVertex, which holds the same point as Bind's (gBind_Vertex). Changes the same state as BattleAnim_RunBind, on the narrow canvas at priority 0, and starts the user's approach through BattleMotion_ApproachTargetFar.

In bind.c, line 307

BattleAnim_RunUnusedOrbitingSpirals

Unused: no row of gAbilityAnimations in either game names its kind, and the handler table is reached with no other kind (BattleAnim_RunFromTable), so the player never sees it. Four spirals would circle 40 pixels above each target in turn, 16 frames apart, for 59 frames each, 16 pixels out from the centre; each target would take its damage pose 32 frames into its turn.

Abilities: none (BATTLE_ANIM_UNUSED_ORBITING_SPIRALS).

The animation layer ripples throughout, through BattleAnim_ArmBg2AffineHBlankDma, which it adds and removes. It never lets the battle show damage, and leaves the targets' flash timers alone.

In planet_diver.c, line 393

BattleAnim_RunLimeStreaks

Unused: no entry of the animation table points here. It would have played the same lime streaks as Shriek.

In streaks.c, line 69

BattleAnim_RunUnusedSevereBlowLeap

Unused: no row of gAbilityAnimations names its kind, and the handler table is reached with no other kind (BattleAnim_RunFromTable). The user would leap at the first target, then a burst of 340 sparks would rise beneath it and the canvas flash. It is Severe Blow's animation in The Lost Age, whose row for Severe Blow names this kind; here Severe Blow plays a casting impact.

Abilities: none (BATTLE_ANIM_UNUSED_SEVERE_BLOW_LEAP).

A lower leap than Thrash's (7.2 pixels a frame up), and the spark group after 12 frames with args->variant set to SPARK_GROUPS_SEVERE_BLOW, overriding the ability's own.

In thrash.c, line 46

Shops

sInnPricesPerGuest

The coins a night costs each living guest, by inn: Vale, Vault, Bilibin, Kolima, Imil, Xian, Altin, Kalay, Lunpa, Tolbi, Suhalla, Lalivero, in the order of their area names. Unused: Tolbi's row, 9, costs nothing and no event opens it, since Tolbi's inns are always full (MsgTolbiInteriorsIsaacCheckedTheSignInnFull).

In inn.c, line 22

Graphics

Title_NoOpPalette

Unused: palette entry retained in the far-call table.

In intro.c, line 520

Title_NoOpColor

Unused: color entry retained in the far-call table.

In intro.c, line 674

TitlePaletteFade_Release

Unused: removes the palette fade's task and frees its buffers. Nothing in The Broken Seal calls it.

In intro.c, line 1033

TitlePaletteFade_SetTarget

Unused: sets the fade target by tinting the saved background and/or sprite palettes with the requested tint. Nothing in The Broken Seal calls it.

In intro.c, line 1040

TitlePaletteFade_SetBackdrop

Unused: replaces the first saved colour, the backdrop. Nothing in The Broken Seal calls it.

In intro.c, line 1060

gLuckyDice_UnusedSigns

In tables.h, line 6

Runtime

Heap_ReservedNoOp

Unused: reserved empty memory export; nothing calls it.

In heap.c, line 175

Save_EraseSector

Unused: erases flash sector sector with the flash library's routine for this chip. Nothing calls it.

In save.c, line 187

System_IdleForever

Unused: waits out frames forever; the frame loop still runs the tasks. Nothing in The Broken Seal calls it.

In system.c, line 67

Stub_ReservedNoOpA

Unused: reserved empty export A in the runtime far-call table; no source caller.

In system.c, line 108

Stub_ReservedNoOpB

Unused: reserved empty export B in the runtime far-call table; no source caller.

In system.c, line 112

Stub_ReservedNoOpC

Unused: reserved empty export C in the runtime far-call table; no source caller.

In system.c, line 116

Stub_ReservedNoOpD

Unused: reserved empty export D in the runtime far-call table; no source caller.

In system.c, line 120

Stub_ReservedNoOpE

Unused: reserved empty export E in the runtime far-call table; no source caller.

In system.c, line 124

Code_ResolveLongBranches

Unused: resolves the Thumb long branches (BL pairs) of a block of code whose branch offsets are stored from the start of the block. A BL is two halfwords: the first carries the marker bits 0xf000 and the high eleven bits of the offset, the second the marker 0xf800 and the low eleven bits of the halfword offset. Each pair's offset is reduced by the pair's own position in the block, which turns it into the pc-relative offset the CPU expects; the pairs are rewritten in place. byteLength is the code size. Nothing calls it: Overlay_Load uses the ARM routine that does the same.

In system.c, line 169

Task_CopyWords

Unused: copies byteCount bytes a word at a time. Nothing in The Broken Seal calls it.

In task.c, line 37

Task_Find

Unused: returns the table index of the task running callback, or -1. Nothing in The Broken Seal calls it.

In task.c, line 77

Task_Idle

Unused: an empty routine; nothing in The Broken Seal calls it.

In task.c, line 147

Task_Empty

Unused: an empty routine; nothing in The Broken Seal calls it.

In task.c, line 150

Sound

m4aSongNumStartOrChange

Unused: starts the song unless its music player is already playing it. Nothing in The Broken Seal calls it.

In audio.c, line 163

m4aSongNumStartOrContinue

Unused: starts a different or finished song, or resumes the same paused song. Nothing in The Broken Seal calls it.

In audio.c, line 178

m4aSongNumStop

Unused: stops the song's music player only when it holds this song. Nothing in The Broken Seal calls it.

In audio.c, line 194

m4aSongNumContinue

Unused: resumes the song's music player only when it holds this song. Nothing in The Broken Seal calls it.

In audio.c, line 206

m4aMPlayAllStop

Unused: stops every music player. Only Sound_StopAllMusicPlayers calls it, and only a bare far-call veneer, which no Broken Seal code names, leads there.

In audio.c, line 218

m4aMPlayContinue

Unused: resumes player. Nothing in The Broken Seal calls it.

In audio.c, line 226

m4aMPlayAllContinue

Unused: resumes every music player. Only Sound_ResumeAllMusicPlayers calls it, and only a bare far-call veneer, which no Broken Seal code names, leads there.

In audio.c, line 232

m4aMPlayFadeOutTemporarily

Unused: begins a fade that pauses the music player at zero volume, keeping its tracks' state for a later resume. Nothing in The Broken Seal calls it.

In audio.c, line 247

m4aMPlayFadeIn

Unused: starts a fade from zero volume and resumes the music player. Nothing in The Broken Seal calls it.

In audio.c, line 254

m4aMPlayImmInit

Unused: initializes active tracks still carrying their reset flag: clears their settings and gives them the default bend range, volume and LFO speed. Nothing in The Broken Seal calls it.

In audio.c, line 261

SoundClear

Unused: silences every PCM and CGB channel with the sound work's ident raised. Nothing in The Broken Seal calls it.

In engine.c, line 189

m4aMPlayPanpotControl

Unused: sets the stereo pan offset of selected active tracks. Nothing in The Broken Seal calls it.

In engine.c, line 911

Sound_GetReverbCode

Unused: returns the reverb code Sound_PlaySong gives music command: SOUND_REVERB_LONG for MUS_ENDING, MUS_TITLE and MUS_ENDING_LOGO, SOUND_REVERB_NORMAL for the rest. Nothing in The Broken Seal calls it.

In sound.c, line 375

UnusedDummyFunc

Does nothing; nothing in The Broken Seal refers to it. The driver's empty callback is DummyFunc (empty_callback.c).

In audio.c, line 43

Debug rooms

IncreaseItemAndLevel_RequestExit

Unused: requests an exit through TRANSITION_WINDOW over 24 frames; no event row names it.

In level.c, line 475

The Broken Seal's source

ANIM_OTHER_SIDE

Plays the animation on the side opposite its targets. Unused: no entry of gAbilityAnimations in either game sets it and no code adds it, so the flip in BattleStaging_HideField never happens.

In battle_command.h, line 62

EnemyId, line 130

Unused: level 23, the battle of Bane's slot, but Bane joins on Crossbone Isle without a fight (Djinn_JoinParty), so no battle reaches this row. ★ Named from the game: "Bane" (MsgDjinnName)

In enemy_ids.h, line 130

FLAG_ALTIN_PEAK_UNUSED_HERB

Unused: the Herb chest in AltinPeakSecondWaterBeast's trigger table, past its end marker, where no lookup reaches. ★ Named from the game: "Herb" (MsgItemName)

In flags.h, line 520

FLAG_LUNPA_FORTRESS_ARCTIC_BLADE

Unused: the four swords LunpaFortress's unused pickups give, each once. ★ Named from the game: "Arctic Blade" (MsgItemName)

In flags.h, line 994

MUS_UNUSED

Unused: nothing in The Broken Seal plays it; TRACKS_ALL names it among the songs of nine or more tracks.

In songs.h, line 105

SE_UNUSED_DEFEAT_CRY

Unused: the sound of defeat-sound kind 4, which no row of gBattleSprites gives.

In songs.h, line 415

SceneId_UnusedMercuryLighthouseAerieCopy

★ Named from what the player sees: the same aerie as the one in use, empty, its platforms not lowered (its render)

In scene_ids.h, line 187

On this page

Running a sceneFieldCamera_FollowEvent_ShowSpeakerMessageEvent_ForwardShowMessageAtPositionEvent_ShowMessageAtPositionLzPack_PackStreamActor_GetSlotAddressScreenTransition_SuspendCallbacksOverlay_CallInitializeScenesaltin_peak.c, line 220AltinPeak_RequestPsynergygAltinPeak_SecondWaterBeastTriggers, line 3086Entrance_DividegBabiLighthouse_NoActorTemplatesBilibinBarricadeActorId, line 229gBilibinEntrancesOtherColosseumAzartMatch_SetCourseFlagString_WriteU32AsHexColosseumAzartMatch_MarkStageReadyColosseumNavampaMatch_UnusedWarriorTalkColosseumNavampaMatch_UnusedCountdownWriteU32AsHexColosseumNavampaMatch_MarkOpponentFinishedColosseumSatrageMatch_UnusedRollCenterLogNorthColosseumSatrageMatch_UnusedRollCenterLogSouthColosseumSatrageMatch_MarkOpponentFinishedMercuryLighthouse_DropLeaderToColumncottage_rooms_a.cCottageRoomsB_FlashPaletteAndSpawnPairCottageRoomsB_CyclePaletteWithParticlesCottageRoomsB_CyclePaletteWithoutParticlesCrossboneIsle_UnusedGrowFirstPlantCrossboneIsle_UnusedBlowAwaySecondIvyCrossboneIsle_UnusedBlowAwayFourthIvyCrossboneIsleKeys_UnusedJumpPastBlueDoorCrossboneIsleKeys_TrackFifthPursuerColumnCrossboneIsleKeys_PushFifthPillarCrossboneIsleKeys_UnusedUpdateKeyIconsgCrossboneIsleKeysRoomTriggers, line 1634CrossboneIsleSteppingStones_SpawnUnusedLeaderParticlegCrossboneIsleSteppingStonesNoActorTemplatesFuchinTemple_HopLeaderNorthFuchinTemple_HopLeaderSouthFuchinTemple_HopLeaderWestFuchinTemple_HopLeaderByOffsetgFuchinTempleGroundsTriggers, line 2757GomaCaveEntranceActorId, line 86GomaCaveEntrance_NoOpBImil_UpdateCountdownArcImil_SwayAndSparkgImil_InteriorTriggers, line 1991FuchinFallsCave_DragonsEyeRoom_UnusedMoveFourthLogSouthFromLowerStopFuchinFallsCave_DragonsEyeRoom_UnusedMoveFourthLogSouthFromLastStopFuchinFallsCave_RebuildDragonsEyeRoomLogs, line 1379gKalayInteriors_HouseTriggers, line 666gKalayInteriors_InnTriggers, line 716KolimaForestTree_ExitTouchedRegionManticore_UnusedReturnLogRoomsB_UnusedOfferLeftoverBonesgLogRoomsB_Triggers, line 548Lunpa_PlayRevealCuegLunpaUnusedWordlunpa_fortress.cScene_GetActorTemplates, line 466LunpaFortress_UnusedTakeArcticBladeLunpaFortress_UnusedTakeMasamuneLunpaFortress_UnusedTakeSilverBladeLunpaFortress_UnusedTakeShamshirLunpaFortress_TryCollectDisplayedItemLunpaFortress_UnusedFirstPatrolThrowsPartyOutgLunpaFortressExitsOthergLunpaFortressUnusedWestLunpaCaveActorTemplatesgLunpaFortressGroundFloorActorTemplates, line 3844gLunpaFortressNoTriggersMcCoyPalace_TalkToSoldierShowingTheRewardgMcCoyPalaceNoActorTemplatesMcCoyPalaceGrounds_TalkToEastGuardgMcCoyPalaceGroundsNoActorTemplatesmercury_lighthouse.c, line 311mercury_lighthouse_aerie.cMercuryLighthouseAerie_UnusedAlexCastsPlygSanctum_AltinTriggers, line 2441SolSanctumEruption_UnusedCallbackBgSolSanctumEruption_UnusedStarCellsSolSanctumLunaSolRooms_UnusedAnimateSavedStatueLightsSolSanctumStatue_UnusedMoveNorthwestStatueStuccoRoomsB_ExitThroughWindowtimber_rooms_a.cgTimberRoomsATriggers, line 689gTimberRoomsATriggersAfterAudience, line 733gTretTreeBranch_UnusedCellStepsFLAG_VALE_UNUSED_WATER_BURST_SEENVale_UnusedEnterJennasGrandparentsHouseBySecondDoorVale_UnusedRoofMendedVale_UnusedWaterBurstsByTheRivergValePlaza_UnusedPaletteStepsValeStormyNight_UnusedOpenSanctumDoorValeStormyNight_UnusedLeaveToCottageRoomsAWestBySecondDoorValeStormyNight_UnusedGaretJoinsIsaacValeStormyNight_FlashBoulderMapAnimationEntriesVault_SpawnDriftingEffectPushedActor_FillGridAttributeRectanglewest_lunpa_cave.cWestLunpaCave_UnusedFreezePuddlegCaveNoTriggersWorldMapActorId, line 291WorldMap_UpdateBlinkingLinkedEffectsWorldMap_UpdateCyclingLinkedEffectsWorldMap_CycleActorPalettesgWorldSceneEntrances, line 3260ColosseumNavampaMatch_UnusedEventHookColosso_SetGaugeHoldCrossboneIsle_UnusedCallbackCrossboneIsleKeys_UnusedHookCrossboneIsleKeys_UnusedCallbackGondowanCave_UnusedActorCallbackGondowanCave_UnusedMapCallbackLunpa_CheckAheadLunpa_DoNothingLunpaFortress_DoNothingALunpaFortress_DoNothingBLunpaFortress_DoNothingCLunpaFortress_DoNothingDLunpaFortress_DoNothingELunpaFortress_DoNothingFSolSanctumEruption_UnusedCallbackATretTreeBranch_RunEmptyEventTretTreeBranch_UnusedHookFirstTretTreeBranch_UnusedHookSecondTretTreeBranch_ExchangeInputPacketgVale_UnusedWaterGrowsgValeStormyNight_UnusedGaretRunsUpScriptgValeStormyNight_UnusedGaretPantingScriptVaultCave_UnusedNoOpFieldActorCamera_ReturnTrueActor_RunUpdateAllFromHeapActor_ReturnTrueTileMap_NumberPlaceholderMetatilesActor_SetUpdateValueMapGrid_GetCellHighFlagsPaletteCycle_InitializePaletteCycle_AddPaletteCycle_StopPaletteCycle_StartFixedPoint_Multiply8_8Math_ScaleByRatioFixedPoint_ReciprocalGame rulesUnit_LevelNoOpUnit_GaugeNoOpBattle animationsBattleAnim_RunUnusedTriangleStrikeBattleAnim_RunUnusedOrbitingSpiralsBattleAnim_RunLimeStreaksBattleAnim_RunUnusedSevereBlowLeapShopssInnPricesPerGuestGraphicsTitle_NoOpPaletteTitle_NoOpColorTitlePaletteFade_ReleaseTitlePaletteFade_SetTargetTitlePaletteFade_SetBackdropgLuckyDice_UnusedSignsRuntimeHeap_ReservedNoOpSave_EraseSectorSystem_IdleForeverStub_ReservedNoOpAStub_ReservedNoOpBStub_ReservedNoOpCStub_ReservedNoOpDStub_ReservedNoOpECode_ResolveLongBranchesTask_CopyWordsTask_FindTask_IdleTask_EmptySoundm4aSongNumStartOrChangem4aSongNumStartOrContinuem4aSongNumStopm4aSongNumContinuem4aMPlayAllStopm4aMPlayContinuem4aMPlayAllContinuem4aMPlayFadeOutTemporarilym4aMPlayFadeInm4aMPlayImmInitSoundClearm4aMPlayPanpotControlSound_GetReverbCodeUnusedDummyFuncDebug roomsIncreaseItemAndLevel_RequestExitThe Broken Seal's sourceANIM_OTHER_SIDEEnemyId, line 130FLAG_ALTIN_PEAK_UNUSED_HERBFLAG_LUNPA_FORTRESS_ARCTIC_BLADEMUS_UNUSEDSE_UNUSED_DEFEAT_CRYSceneId_UnusedMercuryLighthouseAerieCopy