@alderwick @wim_v12e UNLIT 0a would POP 1 byte with the value exactly of #0a from the graveyard in reverse. You might have to get rid of the itterator too, but in most cases they'll have the same value, so UNLIT2 0a0a.
So, #ff DEI2 pops 1 byte, in reverse if would push one literal from the graveyard, and not trigger any device event, just stack effects I suppose.
Got something working for background processing in #uxn with YIELD/RESUME/STOP actions, so the code doesn't have to be written in a contorted way (just put YIELD in strategic places and hope you leave enough stack for the rest of the code, which should also leave the stack as it found it).
I'm planning on using this for the computer player of the tokamak game to amortize the cost of the AI over several frames (and maybe also visualize its algorithms).
```
( bg.tal )
|10 @Console [ &vector $2 &read $1 &pad $5 &write $1 &error $1 ]
|20 @Screen [ &vector $2 &width $2 &height $2 &pad $2 &x $2 &y $2 &addr $2 &pixel $1 &sprite $1 ]
%STOP { ;stopped ;pc STA2 BRK }
%YIELD { ;yield JSR2 }
%RESUME { .pc LDZ2 JMP2 }
|0000
@pc $2
@frame $2
|0100
;on-frame .Screen/vector DEO2
,background JMP
@on-frame
.frame LDZ2 #0001 ADD2 .frame STZ2
RESUME
@yield
STH2r .pc STZ2
BRK
@stopped
YIELD
,stopped JMP
@background
#0a #00
&for-line ( end current )
EQUk ,&break-line JCN
LIT 'z LIT 'a
&for-letters ( end current )
DUP .Console/write DEO
YIELD
EQUk ,&break-letters JCN
INC
,&for-letters JMP
&break-letters
POP2
#0a .Console/write DEO
INC
,&for-line JMP
&break-line
POP2
STOP
```