Another good method to make 3D Object corruptions work is to corrupt over the entire range of the object using the VSRC plugin for RTC and the glitch harvester, and then sanitize the corruption using the Random Disable 50% tool or target specific values to see what they do. This way, you can target specific behaviors while avoiding crashes. An address that tends to be useful is for objects such as enemies or bosses is the first or third address corresponds to that object's model. Look for the value in the range of about 80-110. Changing that value to 1 will replace the model of that object with that of Mario, and other values will replace it with the models of other enemies and objects depending on what pool of enemies you're pulling from. The pool of enemies depends on what cluster of levels you're currently in. Most replacement values will just make the enemy become invisible but 100, 102, 103, 104, 107, and 108 are values that often work. Doing this will make the model of on object switch with that of another, causing some bizarre behavior.