If you don't assign anything to the Pic* pointers, then no memory will be used. If you need a large amount of sprites, you can put them all under the same pointer and index them, since they are all 8 bytes. For example:
[the hex for your first sprite here]→Pic0
[the hex for your second sprite here]
[the hex for your third sprite here]
[and so on]
Now Pic0 is the first sprite, Pic0+8 is the second sprite, Pic0+16 is the third, etc.
This trick is very useful if you need to manage a large number of sprites in an enemy system, as you can just draw any of them with Pt-On(x,y,I*8+Pic0), where I is the enemy's number or whatever else you decide. Also great for tilemapping.