Interesting offsets to corrupt : (excludes code to try avoiding crashes)

(Note that corrupting text streams still has a chance to crash the game. You have been warned :3)


START menu strings :
StartMenuStrs to end
(4781 - 47BD)

Palette data :
DefaultPalette to end of ConsolePalettes
(47BE - 4859)

Tile data :
TextTiles to end of ConsoleTiles
(485A - 50F9)

Misc strings :
AeviliaStr to end of FirstTimeLoadingText.line11
(50FA - 7FFF)


File select data :
MagicString to LoadFile (don't corrupt LoadFile, of course...)
(Corrupting MagicString's length will probably screw up the file loading/saving)
(C586 - C785)


How save data is arranged :
SaveBlocks to ProgressTiles
(C8A6 - C8B5)

Progression bar tiles :
ProgressTiles to end
(C8B6 - FFFF)

Rants (useless to corrupt, tho) :
SRAMCommonPattern to SRAMFirstBootEnd (and slightly after)
(6000 - 795A)


Map pointers and ROM banks :
MapROMBanks to end of MapPointers
(10000 - 10008)

Tileset pointers and ROM banks :
TilesetROMBanks to end of TilesetPointers
(10303 - 10308)


Test map & house's data :
TestTileset to end of TestHouseNPCTiles
(10309 - 10F37)

Intro map's data :
IntroTileset to end of IntroNPC0Script.line3
(10F38 - 13FFF)


Battle textbox tiles :
TextboxTiles to end
(11FF6 - 12025)


Music data :
SongSpeedTable to end of FlashTitle_CH4.block1
(1510C - 15EA1)
