.modifyAddressHi EQUB &12 \ !&1249 = HookSectionFrom EQUB &12 \ !&128A = HookFirstSegment EQUB &13 \ !&13CA = HookSegmentVector EQUB &14 \ !&1427 = HookSegmentVector EQUB &12 \ !&12FC = HookDataPointers EQUB &26 \ !&261B = HookUpdateHorizon EQUB &24 \ !&248C = HookFieldOfView EQUB &25 \ !&2539 = HookFixHorizon EQUB &15 \ !&1594 = HookJoystick EQUB &4C \ !&4CD1 = xTrackSignVector EQUB &4C \ !&4CC9 = yTrackSignVector EQUB &4C \ !&4CC1 = zTrackSignVector EQUB &44 \ !&44D6 = trackSteering EQUB &4C \ !&4CD7 = trackSignData EQUB &4C \ !&4CE1 = trackSignData EQUB &19 \ !&1947 = HookFlattenHills EQUB &24 \ !&24F3 = HookMoveBack EQUB &46 \ !&462C = HookFlipAbsolute EQUB &25 \ !&2543 = Hook80Percent EQUB &00 \ This byte pads the block out to exactly 20 bytesName: modifyAddressHi [Show more] Type: Variable Category: Extra tracks Summary: High byte of the location in the main game code where we modify a two-byte addressContext: See this variable in context in the source code References: This variable is used as follows: * ModifyGameCode (Part 1 of 3) uses modifyAddressHi
This is also where the xTrackSegmentI table is built, once the modifications have been done. The block is padded out to be exactly 20 bytes long, so along with the modifyAddressLo block, there's one byte for each inner segment x-coordinate.