Unused

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.
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_ 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.
Event_ ForwardShowMessageAtPosition
Unused: reached only through a bare veneer in OVERWORLD.S; forwards its
arguments to Event_.
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_'s.
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.
Actor_ GetSlotAddress
Unused: returns the address of actor slot index in the field work.
ScreenTransition_ SuspendCallbacks
Unused: suspends the window transition's two tasks. Nothing calls it, by name, far-call entry or table.
Overlay_ CallInitialize
Unused: runs the loaded overlay's initialize entry; nothing calls it.
Scenes
altin_peak.c, line 220
Unused: a round boulder at (520, 632), outside both of the room's camera
boxes (gAltinPeak_': 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)
AltinPeak_ RequestPsynergy
Unused: asks the field to use Frost (psynergy 0x1018, party member 4 and
ABILITY_); nothing calls it.
gAltinPeak_ SecondWaterBeastTriggers, line 3086
Unused: two rows past the end marker, which no lookup reaches: a second
ALTIN_ exit and a chest on
trigger 100 holding a Herb under FLAG_, the spot
where the Cookie chest above already stands.
Entrance_ Divide
Unused: a signed division nothing calls.
In babi_, line 211
gBabiLighthouse_ NoActorTemplates
Unused: an empty actor template table nothing returns.
In babi_, line 1748
BilibinBarricadeActorId, line 229
Unused: a blank actor (SPRITE_) placed at the map's origin;
no
code or trigger addresses it, so it never shows or answers anything.
gBilibinEntrancesOther
Unused: the entrances for a scene other than the three, which never
loads this overlay. Its words read as a MAPGRID_ list, not as
entrances.
ColosseumAzartMatch_ SetCourseFlag
Unused: sets FLAG_; nothing calls it.
In colosseum_, line 595
String_ WriteU32AsHex
Unused: writes eight hexadecimal digits and a terminating null; nothing calls it.
In colosseum_, line 1363
ColosseumAzartMatch_ MarkStageReady
Unused: marks the shared stage state ready for the waiting script; nothing calls it.
In colosseum_, 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_
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_, line 910
ColosseumNavampaMatch_ UnusedCountdown
Unused: a lettering countdown before the match, for a signed number of seconds; nothing calls it.
In colosseum_, line 2066
WriteU32AsHex
Unused: writes eight hexadecimal digits followed by a terminator; nothing calls it.
In colosseum_, line 2111
ColosseumNavampaMatch_ MarkOpponentFinished
Unused: marks the opponent path recorder as finished; nothing calls it.
In colosseum_, 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_ and
the rest).
In colosseum_, line 717
ColosseumSatrageMatch_ UnusedRollCenterLogSouth
Unused: as ColosseumSatrageMatch_, rolling the
center log south.
In colosseum_, line 724
ColosseumSatrageMatch_ MarkOpponentFinished
Unused: marks the opponent's path recorder finished
(PATH_); nothing calls it.
In colosseum_, 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_, line 41
cottage_ rooms_ a.c
- From the village (
SceneId_Vale, and on the stormy nightSceneId_): the house of Garet's family (ValeStormyNight COTTAGE_), his grandfather the mayor, his grandmother and his parents; the house of Jenna's grandparents (ROOMS_ A_ FROM_ VALE_ EAST COTTAGE_); and two more houses (ROOMS_ A_ FROM_ VALE_ NORTH COTTAGE_andROOMS_ A_ FROM_ VALE_ SOUTH COTTAGE_).ROOMS_ A_ FROM_ VALE_ WEST - From the part of Vale with the Psynergy Stone (
SceneId_): the shops (ValePlaza COTTAGE_), where the item, weapon and armor shops each open across a counter, and three houses (ROOMS_ A_ FROM_ VALE_ PLAZA_ WEST COTTAGE_,ROOMS_ A_ FROM_ VALE_ PLAZA_ EAST COTTAGE_andROOMS_ A_ FROM_ VALE_ PLAZA_ NORTH COTTAGE_).ROOMS_ A_ FROM_ VALE_ PLAZA_ SOUTH - Unused: a ninth room drawn at the sheet's lower left, whose camera box no entrance gives, so no door leads in.
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_, line 1212
CottageRoomsB_ CyclePaletteWithParticles
Unused: cycles Dora's palette with particles; nothing calls it.
In cottage_, line 1303
CottageRoomsB_ CyclePaletteWithoutParticles
Unused: cycles Dora's palette without particles; nothing calls it.
In cottage_, 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).
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).
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.
CrossboneIsleKeys_ UnusedJumpPastBlueDoor
Unused: walking south into CrossboneIsleKeys's third or fourth blue door
jumps the leader forward where he can (Field_).
Both rows that name it follow a plain step trigger row for the same door
(CrossboneIsleKeys_, CrossboneIsleKeys_),
which Scene_ 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_, line 496
CrossboneIsleKeys_ TrackFifthPursuerColumn
Unused: tracks the fifth pursuer's column; nothing calls it.
In crossbone_, line 800
CrossboneIsleKeys_ PushFifthPillar
Unused: a task that moves the fifth pillar and refreshes its terrain; nothing calls it.
In crossbone_, 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_, line 1307
gCrossboneIsleKeysRoomTriggers, line 1634
Unused: the plain step trigger rows above answer codes 53 and 54 first.
In crossbone_, line 1634
CrossboneIsleSteppingStones_ SpawnUnusedLeaderParticle
Unused: spawns a particle near the leader once every four frames; nothing calls it.
In crossbone_, line 511
gCrossboneIsleSteppingStonesNoActorTemplates
Unused: an empty actor template table nothing returns.
In crossbone_, line 1869
FuchinTemple_ HopLeaderNorth
Unused: hops the leader one map cell north; nothing calls it.
FuchinTemple_ HopLeaderSouth
Unused: hops the leader one map cell south; nothing calls it.
FuchinTemple_ HopLeaderWest
Unused: hops the leader one map cell west; nothing calls it.
FuchinTemple_ HopLeaderByOffset
Unused: hops the leader by a pixel offset, waiting for the movement to finish; only the three unused hops above call it.
gFuchinTempleGroundsTriggers, line 2757
Unused: a copy of the row above, which always answers first.
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_), so the player never
sees them.
★ Named from what the player sees: a large open hand, spr_215.png (its
render)
In goma_, line 86
GomaCaveEntrance_ NoOpB
Unused: a second empty function nothing calls.
In goma_, 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.
Imil_ SwayAndSpark
Unused: an update routine that sways an actor and now and then gives off a rising spark; no actor is given it.
gImil_ InteriorTriggers, line 1991
Unused: this oven's item row answers first (see the maps README).
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_ makes with the log at
FLAG_, 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_, 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_ says.
In imil_, line 937
FuchinFallsCave_ RebuildDragonsEyeRoomLogs, line 1379
Unused: no move sets
FLAG_, so the log
never lies here and the room never gets step trigger 24.
In imil_, line 1379
gKalayInteriors_ HouseTriggers, line 666
Unused: this oven's item row answers first (see the maps README).
In kalay_, line 666
gKalayInteriors_ InnTriggers, line 716
Unused: this oven's item row answers first (see the maps README).
In kalay_, line 716
KolimaForestTree_ ExitTouchedRegion
Unused: takes the touched exit after the leader's current movement; no trigger row names it.
In kolima_, line 173
Manticore_ UnusedReturn
Unused: the Manticore walks back to its spot (168, 96) and settles. Nothing calls it.
In lamakan_, 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_ takes the first match), so the player only ever hears
that travelers are few in winter.
gLogRoomsB_ Triggers, line 548
Unused: the row above always answers the cook first.
Lunpa_ PlayRevealCue
Unused: plays the treasure fanfare for Reveal uncovering something, until
FLAG_ is set; nothing calls it.
gLunpaUnusedWord
Unused: a zero word nothing reads.
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.
Scene_ GetActorTemplates, line 466
Unused: this overlay never runs for West Lunpa Cave, which has its own.
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_ to FLAG_); this one
takes the Arctic Blade.
LunpaFortress_ UnusedTakeMasamune
Unused: the Masamune, on the second display actor.
LunpaFortress_ UnusedTakeSilverBlade
Unused: the Silver Blade, on the third display actor.
LunpaFortress_ UnusedTakeShamshir
Unused: the Shamshir, on the fourth display actor.
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.
LunpaFortress_ UnusedFirstPatrolThrowsPartyOut
Unused: nothing calls it; LunpaFortressUpperFloor's patrolling pair throws
the party out through LunpaFortress_ instead. The
first patrol would stop, ask who the party is and send it out.
In lunpa_, line 1336
gLunpaFortressExitsOther
LunpaFortressGroundFloor's exits. Unused: its rows first copy West Lunpa
Cave's, which no scene of this overlay reads.
In lunpa_, 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_, line 3821
gLunpaFortressGroundFloorActorTemplates, line 3844
Unused: four chests at the map's origin, the display actors of the
unused sword pickups (ACTOR_).
In lunpa_, line 3844
gLunpaFortressNoTriggers
Unused: an empty trigger table nothing returns.
In lunpa_, 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.
gMcCoyPalaceNoActorTemplates
Unused: the getters return it for any scene but SceneId_, and the
overlay serves no other.
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_
is cleared on entering the grounds.
In mccoy_, line 213
gMcCoyPalaceGroundsNoActorTemplates
Unused: the getters return it for any scene but SceneId_,
and the overlay serves no other.
In mccoy_, 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_, line 311
mercury_ lighthouse_ aerie.c
Unused: SceneId_, 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.
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_).
In mercury_, line 1744
gSanctum_ AltinTriggers, line 2441
Unused: a copy of the row above, which always answers first.
SolSanctumEruption_ UnusedCallbackB
Unused: a second empty function nothing calls.
In sol_, line 627
gSolSanctumEruption_ UnusedStarCells
Unused: a copy of the Elemental Star room's cell animation
(gSolSanctumElementalStarRoom_), nine steps of a 3-by-4 picture;
nothing in the eruption plays it.
In sol_, line 1964
SolSanctumLunaSolRooms_ UnusedAnimateSavedStatueLights
Unused: the only way here is a branch of SolSanctumStatue_ that
cannot run (SOL_).
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_ at
SOL_ once
FLAG_ is set. Toggles
each lit quarter's FLAG_SOL_SANCTUM_*_LIGHT_SHOWN; Kraden speaks until the
caller sets FLAG_. Takes
SOL_ back to
SceneId_.
In sol_, 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_, line 840
StuccoRoomsB_ ExitThroughWindow
Unused: leaves through TRANSITION_, a screen transition of 24
frames; no event row names it.
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_, to which no exit leads.
gTimberRoomsATriggers, line 689
Unused: this oven's item row answers first (see the maps README).
gTimberRoomsATriggersAfterAudience, line 733
Unused: this oven's item row answers first (see the maps README).
gTretTreeBranch_ UnusedCellSteps
Unused: the two steps of a door opening, as Vale's doors have them
(gValeStormyNight_); nothing on the branch plays them.
In tret_, line 378
FLAG_ VALE_ UNUSED_ WATER_ BURST_ SEEN
Unused: the water has burst up by the river and the strongman has remembered
Felix (Vale_, which nothing reaches).
★ Named from the game: "I still remember when" (MsgValeIUsedToPlayHere)
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_ in
vale_. It would have opened Isaac's door, walked the leader to
the spot before it and taken VALE_ into
the house of Jenna's grandparents, whose way out returns by the other door.
Vale_ UnusedRoofMended
Unused: another cut of Vale_, 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_ as that event does.
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_. His talk and Mind Read rows show the same
two lines.
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.
ValeStormyNight_ UnusedOpenSanctumDoor
Unused: on the stormy night, the Sanctum's door opens and the leader goes into a house of Vale.
It takes VALE_
(SceneId_, at COTTAGE_, the
house VALE_ and its second door lead to
as well). No trigger names it, and nothing
else takes that exit.
In vale_, 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_ does for behavior 12,
walked the leader to the same spot and taken
VALE_ into the house
ValeStormyNight_ leads to
(COTTAGE_).
In vale_, 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_) and where Garet calls after him and
joins (behavior 31, ValeStormyNight_), so Garet has
always joined by then and the event's first test,
FLAG_, ends it. Its lines appear nowhere else: Garet
runs up (gValeStormyNight_), heaves for breath,
*Hah* *Hah*, while gValeStormyNight_ swells and
shrinks his sprite, and asks Are you trapped, too? before they leave
together.
In vale_, line 1324
ValeStormyNight_ FlashBoulderMapAnimationEntries
Unused: alternates the four elders between their normal and flashing frame modes; nothing calls it.
In vale_, line 1672
Vault_ SpawnDriftingEffect
Unused: spawns a drifting sprite near the dog, sharing its drawing priority; nothing calls it.
PushedActor_ FillGridAttributeRectangle
Unused: fills metatile behaviors in a rectangle of the requested map layer; nothing in Venus Lighthouse calls it.
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_).
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_, line 118
gCaveNoTriggers
Unused: an empty trigger table nothing returns.
In west_, line 1103
WorldMapActorId, line 291
After three signposts (SPRITE_). 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
WorldMap_ UpdateBlinkingLinkedEffects
Unused: an update routine that blinks an actor and now and then creates its linked effects; no actor is given it.
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.
WorldMap_ CycleActorPalettes
Unused: an update routine that advances an actor's palette on odd frames; no actor is given it.
gWorldSceneEntrances, line 3260
Unused: no exit leads to entrance 45, 97 or 98.
ColosseumNavampaMatch_ UnusedEventHook
In colosseum_, line 898
Colosso_ SetGaugeHold
Sets the race gauge's hold, which keeps the gauge on the screen.
In colosso_, line 9
CrossboneIsle_ UnusedCallback
CrossboneIsleKeys_ UnusedHook
In crossbone_, line 233
CrossboneIsleKeys_ UnusedCallback
In crossbone_, line 972
GondowanCave_ UnusedActorCallback
GondowanCave_ UnusedMapCallback
Lunpa_ CheckAhead
Lunpa_ DoNothing
LunpaFortress_ DoNothingA
LunpaFortress_ DoNothingB
LunpaFortress_ DoNothingC
LunpaFortress_ DoNothingD
LunpaFortress_ DoNothingE
In lunpa_, line 1795
LunpaFortress_ DoNothingF
In lunpa_, line 3183
SolSanctumEruption_ UnusedCallbackA
In sol_, line 624
TretTreeBranch_ RunEmptyEvent
Unused event hook: begins and immediately ends an event.
In tret_, line 211
TretTreeBranch_ UnusedHookFirst
In tret_, line 216
TretTreeBranch_ UnusedHookSecond
In tret_, line 218
TretTreeBranch_ ExchangeInputPacket
Unused exchange callback: puts held/repeated keys in the transfer header.
In tret_, 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_).
gValeStormyNight_ UnusedGaretRunsUpScript
Garet runs up to Isaac (ValeStormyNight_).
In vale_, line 3071
gValeStormyNight_ UnusedGaretPantingScript
Garet heaves for breath: his sprite stretches over 24 frames and settles over 12, for ever.
In vale_, line 3081
VaultCave_ UnusedNoOp
Field
ActorCamera_ ReturnTrue
Unused: returns 1; nothing calls it.
Actor_ RunUpdateAllFromHeap
Unused: copies Actor_ (ARM code) to the heap, runs it once and
frees it.
Actor_ ReturnTrue
Unused: returns 1; nothing calls it.
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.
Actor_ SetUpdateValue
Unused: stores value as a word in the actor's update routine.
MapGrid_ GetCellHighFlags
Unused: returns the top two bits of the metatile halfword of the cell at pixel (x, y). Nothing calls it.
PaletteCycle_ Initialize
Unused: allocates the palette cycling queue (HEAP_) with
its four entries cleared. Nothing calls it.
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.
PaletteCycle_ Stop
Unused: stops the palette cycles and frees their queue
(HEAP_). Nothing calls it.
PaletteCycle_ Start
Unused: starts running the palette cycles each frame.
FixedPoint_ Multiply8_ 8
Unused: multiplies two 8.8 fixed-point values, rounding toward zero.
Math_ ScaleByRatio
Unused: divides two 8.8 fixed-point values.
FixedPoint_ Reciprocal
Unused: the reciprocal of an 8.8 fixed-point value.
Game rules
Unit_ LevelNoOp
Unused: reserved entry; keeps its place in the far-call table.
Unit_ GaugeNoOp
Unused: reserved entry; keeps its place in the far-call table.
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_),
so the player never sees it. It would show the spinning triangle and rune of
BattleAnim_ without the Djinni, with the user stepping up to the
first target on frame 46.
Abilities: none (BATTLE_).
It reads its own copy of the vertex, gBind_, which
holds the same point as Bind's (gBind_Vertex). Changes the same state as
BattleAnim_, on the narrow canvas at priority 0, and starts the
user's approach through BattleMotion_.
BattleAnim_ RunUnusedOrbitingSpirals
Unused: no row of gAbilityAnimations in either game names its kind, and the
handler table is reached with no other kind (BattleAnim_),
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_).
The animation layer ripples throughout, through
BattleAnim_, which it adds and removes. It never lets
the battle show damage, and leaves the targets' flash timers alone.
BattleAnim_ RunLimeStreaks
Unused: no entry of the animation table points here. It would have played the same lime streaks as Shriek.
BattleAnim_ RunUnusedSevereBlowLeap
Unused: no row of gAbilityAnimations names its kind, and the handler table
is reached with no other kind (BattleAnim_). 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_).
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_,
overriding the ability's own.
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).
Graphics
Title_ NoOpPalette
Unused: palette entry retained in the far-call table.
Title_ NoOpColor
Unused: color entry retained in the far-call table.
TitlePaletteFade_ Release
Unused: removes the palette fade's task and frees its buffers. Nothing in The Broken Seal calls it.
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.
TitlePaletteFade_ SetBackdrop
Unused: replaces the first saved colour, the backdrop. Nothing in The Broken Seal calls it.
gLuckyDice_ UnusedSigns
Runtime
Heap_ ReservedNoOp
Unused: reserved empty memory export; nothing calls it.
Save_ EraseSector
Unused: erases flash sector sector with the flash library's routine for
this chip. Nothing calls it.
System_ IdleForever
Unused: waits out frames forever; the frame loop still runs the tasks. Nothing in The Broken Seal calls it.
Stub_ ReservedNoOpA
Unused: reserved empty export A in the runtime far-call table; no source caller.
Stub_ ReservedNoOpB
Unused: reserved empty export B in the runtime far-call table; no source caller.
Stub_ ReservedNoOpC
Unused: reserved empty export C in the runtime far-call table; no source caller.
Stub_ ReservedNoOpD
Unused: reserved empty export D in the runtime far-call table; no source caller.
Stub_ ReservedNoOpE
Unused: reserved empty export E in the runtime far-call table; no source caller.
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.
Task_ CopyWords
Unused: copies byteCount bytes a word at a time. Nothing in The Broken Seal calls it.
Task_Find
Unused: returns the table index of the task running callback, or -1.
Nothing in The Broken Seal calls it.
Task_Idle
Unused: an empty routine; nothing in The Broken Seal calls it.
Task_Empty
Unused: an empty routine; nothing in The Broken Seal calls it.
Sound
m4aSongNumStartOrChange
Unused: starts the song unless its music player is already playing it. Nothing in The Broken Seal calls it.
m4aSongNumStartOrContinue
Unused: starts a different or finished song, or resumes the same paused song. Nothing in The Broken Seal calls it.
m4aSongNumStop
Unused: stops the song's music player only when it holds this song. Nothing in The Broken Seal calls it.
m4aSongNumContinue
Unused: resumes the song's music player only when it holds this song. Nothing in The Broken Seal calls it.
m4aMPlayAllStop
Unused: stops every music player. Only Sound_ calls it,
and only a bare far-call veneer, which no Broken Seal code names, leads there.
m4aMPlayContinue
Unused: resumes player. Nothing in The Broken Seal calls it.
m4aMPlayAllContinue
Unused: resumes every music player. Only Sound_ calls
it, and only a bare far-call veneer, which no Broken Seal code names, leads there.
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.
m4aMPlayFadeIn
Unused: starts a fade from zero volume and resumes the music player. Nothing in The Broken Seal calls it.
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.
SoundClear
Unused: silences every PCM and CGB channel with the sound work's ident raised. Nothing in The Broken Seal calls it.
m4aMPlayPanpotControl
Unused: sets the stereo pan offset of selected active tracks. Nothing in The Broken Seal calls it.
Sound_ GetReverbCode
Unused: returns the reverb code Sound_ gives music command:
SOUND_ for MUS_ENDING, MUS_TITLE and MUS_,
SOUND_ for the rest. Nothing in The Broken Seal calls it.
UnusedDummyFunc
Does nothing; nothing in The Broken Seal refers to it. The driver's empty callback is
DummyFunc (empty_).
Debug rooms
IncreaseItemAndLevel_ RequestExit
Unused: requests an exit through TRANSITION_ over 24 frames; no event
row names it.
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_ never happens.
EnemyId, line 130
Unused: level 23, the battle of Bane's slot, but Bane joins on Crossbone
Isle without a fight (Djinn_), so no battle reaches this row.
★ Named from the game: "Bane" (MsgDjinnName)
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)
FLAG_ LUNPA_ FORTRESS_ ARCTIC_ BLADE
Unused: the four swords LunpaFortress's unused pickups give, each once.
★ Named from the game: "Arctic Blade" (MsgItemName)
MUS_UNUSED
Unused: nothing in The Broken Seal plays it; TRACKS_ALL names it among the songs of
nine or more tracks.
SE_ UNUSED_ DEFEAT_ CRY
Unused: the sound of defeat-sound kind 4, which no row of gBattleSprites
gives.
SceneId_ UnusedMercuryLighthouseAerieCopy
★ Named from what the player sees: the same aerie as the one in use, empty, its platforms not lowered (its render)
