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.