$FFE7, $FFBD, $FFBA, $FFC0, $FFC6, $FFCF, $FFC3, $FFCC, $FFC9, $FFD2
$90, $91, $93, $94, $95, $98, $99, $9A, $9B, $9D, $A3, $A4, $AC, $AD, $AE, $AF, $B7, $B8, $B9, $BA, $BB, $BC, $C1, $C2.
I have a multiplexed sprite overlay which will get distorted even with the trick u mentioned. So let’s forget about IRQ and focus on Kernel memory footprint.
@JackAsser: Don't know if its of any value for you but if you use $ee13 you can jump to $ee20 instead and use LDA #$00 STA $A5 JSR $EE85 JSR $EEA9 BPL *-3 SEI jsr $ee20 with moving the SEI below the BPL the routine just rips ~30 rasterlines while loading. One might call it "pretty cheap irq loader" :-D Org (KERNAL): .,EE13 78 SEI .,EE14 A9 00 LDA #$00 .,EE16 85 A5 STA $A5 .,EE18 20 85 EE JSR $EE85 .,EE1B 20 A9 EE JSR $EEA9 .,EE1E 10 FB BPL $EE1B PS: AFAIR the source of this "trick" was some issue of "64er"