The team screens with a human roster (MAKE TEAM, EDIT TEAM, STARTERS, TRADE) and the statistics screen: seen in the emulator, not built from the ROM.
The second player's keyboard controls: the code reads rows 3 and 5 of the matrix (0xBA1F, 0xBA27) through the table at 0xBA8D; exactly which keys they are has not been checked by playing.
What S, J and R measure. The game never says; in the code, the skills that decide steals and passes are fields +0x1D and +0x1E of the record.
0x4EEC: whether ld hl,(0xE6DF) is a bug in the original or not. What it does is measured; what it was meant to do is not.
The code byte of each waypoint in the plays (0x64, 0x78, 0x3C, 0x28, 0x00).
Which of the 160 poses are never used: the animation sequences are in the code, not in a table.
The listing carries 113 lines marked SUPOSICION: what has not been measured in openMSX.