Relevant addresses
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Relevant addresses
Updated 8 months ago by Lief

Below I share the most relevant addresses that I found in the game during some studies and attempts to manipulate the game with glitches. I hope it will be useful to someone someday!

If you want to share it somewhere else, I will be grateful if you remember to credit me for the discoveries.

The list can be updated at any time, after new addresses are discovered.

0x00007C = Local clock - least significant byte.

0x00007D = Local clock - most significant byte (increments when 0x00007C registers an overflow).

0x001115 = RNG of the appearance of the police on the Chicago course in div.3 (to identify the %, use the following formula: 0.1947 * (0x001115 decimal value) - 1.26.

0x0000DF = Previous RNG. This address receives the value of the RNG of the police on the Chicago course 1 frame before 0x001115, the fadeout screen between the map and the start of the track.

0x000D23 and 0x000D25 = In the fadeout screen between the character selection and the map, these two addresses are used as an index for the address 0x000D27. The two resulting values ​​are added to 0x00007C (with carry) in accumulator A. Afterwards, they are transmitted to 0x0000DF (Little Endian).

0x000DDD = Number of turbo-boosts "in game". When entering the character selection screen, this value is calculated by 0x001DBF - #0x30.

0x001DBF = Turbo-boost value in the options menu.

0x000D21 and 0x000D22 = Corresponds to the value of the money "in game", with 0x000D22 being the most significant byte.

0x001D4E and 0x001D5D = Equivalent to the first and last bytes of the 16-digit password on the password screen before validation.

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