What the listing does not know yet. The whole cartridge is assigned to code or data, but assigned is not the same as fully understood.
The ending leaves 0xD012 at 2 at most (p01:6701), but p02:9333 allows up to
level: nobody has seen in the emulator whether the game behaves.
State 8, after the sixth block, goes back to the first with full life and adds one to 0xCF34; when it reaches 2, it goes to the intro (p00:433A). What resets it, and how it ties in with the ending at p01:66F1, has not been followed.
The names on the sheet go by the drawing. There are four whose identity is unknown: the purple-robed figure (0x01), the red creature (0x03) and the two blue outlines (0x04 and 0x1F). And the three that the type 0x15 secrets let loose (0x1A, 0x1B and 0x1C, from the table at 0x8AF0) are not on the sheet.
It is on stage 10 and was seen in one sample, but its row on the sheet comes out empty. It is not known whether it is an enemy meant to be invisible or whether the sample caught it halfway.
Stage 5 has platforms made of sprites (p02:902D, table 0x906C: one in room 1 and two in room 4). The map sheets do not draw them.
(13, 11) → 9 and (17, 10) → 11 are one-way exits that are neither drops nor the way into the boss. They are read from the table at 0xB9D3; what the player sees when crossing them has not been checked in the emulator.
The 16 tunes and the 29 effects are located and the player is commented (p14:8A64, p14:8BB4, p14:8CA7), but they have not been turned into notes.