OK Sithy. Here it is:
Snowboard Mini-game.
Data starts 0x0e13
0x0e14: Beginner fastest time, 3 bytes
0x0e18: Expert fastest time, 3 bytes
0x0e1c: Crazy fastest time, 3 bytes
0x0e1f: Used by game internally only.
0x0e20: Beginner Score (Max 100 (64h) because 100 pts is maximum)
0x0e21: Expert Score (Max 100 (64h) because 100 pts is maximum)
0x0e22: Crazy Score (Max 100 (64h) because 100 pts is maximum)
0x0e23: Related to snowboard mini-game but not customisable. A byte is set at
at game start and end, and is to do with internal programming.
0x0e37: Same as above. Not used in terms of a saved value. Like above, is 00 in save file itself.
Not used: 0x0e13, 0x0e17, 0x0e1b
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About time:
The maximum theoretical value in milliseconds is FF FF FF (16777215)
In the above examples, the time would be 16777 seconds and 215 milliseconds.
(16777215/1000)
A further example:
Suppose my fastest time is 1 minute 21 seconds and 444 milli. In game this is 1'21"444
In hex this would be calculated quickly as follows:
Number of seconds 81
add on the milliseconds to this number, so 81444
As hex 13E24, in save map obviously this is 24 3E 01
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About locked sections.
When you first start playing the minigame, courses are locked off. This and other options are entirely based on your score and fastest times. Nothing more. Therefore to fully include the Snowboard minigame in bc, you only need to allow for 15 bytes to be changed. Three fastest times at 3 bytes each, and 3 highest scores at 1 byte each.