Data pack 3

Address(*) sizeData
18000 -> 180D3-Driver stats
180D4 -> 1814B-Lap line coordinates for all 20 GP tracks
(6 bytes per track, same track order as here)
1814C -> 18B4A-Unknown data (!)
18B4B -> 18B6A-Battle track-related data, 8 bytes per track (4 tracks)
The 2 first bytes of each group are the offset to the player starting positions
e.g. 078C = offset 18C07
18B6B -> 18B72-Unknown data (!)
18B73 -> 18B86-Track item probability associations
18B87 -> 18BFC-Unknown data (!)
18BFD -> 18B06-(Skip first 2 bytes) Player starting positions for battle track 1, 2 and 4
(First 4 bytes: P2, then 4 following bytes: P1)
18B07 -> 18B10-(Skip first 2 bytes) Player starting positions for battle track 3
18B11 -> 18BB2-(Skip first 2 bytes) Driver starting position for all GP tracks, 8 bytes each
????? -> ?????-In-track data (!)
????? -> ?????-Course Select and Time Trial data (!)
1E749 -> 1EC46-Track data (!)
1EE97 -> 1EF16-Grand Prix starting order table
8 groups of 8 pairs of bytes. Disregard extra 00 byte in each pair. Each group corresponds to the racer Player 1 chooses.

Mario = 00 (1st group), Luigi = 02 (2nd group), Bowser = 04 (3rd group), Peach = 06 (4th group), DK Jr = 08 (5th group), Koopa = 0A (6th group), Toad = 0C (7th group), Yoshi = 0E (8th group).
????? -> ?????-Music-related data (!)
1F038 -> 1F039-50cc speed
50cc speed is calculated by subtracting a value to the 100cc speed (which is also the TT/MR/BM default speed), this value is 00 A0, but it is stored as A0 00 in the ROM. It is a hexadecimal value which is equal to 160 in decimal. So you can increase or decrease it. But if you want 50cc to be faster than 100cc (why not ? J) then change the E9 located just before the value (1F03D US no header/1F223 PAL header) into a 69, it will add the value instead of subtracting it.
1F03E -> 1F03F-150cc speed
150cc speed on the contrary is calculated by adding a value to the 100cc speed, this value is 00 80 but stored as 80 00 in the ROM, it is equal to 128 in decimal. And like 50cc, if you want 150cc to be slower than 100cc change the 69 before the value into a E9.
1FBD3-Leading first byte for the AI-related addresses below (6 originally)
1FBD4 -> 1FF9A-Unknown data (!)
1FF9B -> 1FFCA-Track AI zones pointer table for all tracks, 2 bytes each
(offset: 6 + 2nd byte value + 1st byte value)
1FFCB -> 1FFFA-Track AI targets pointer table for all tracks, 2 bytes each
(offset: 6 + 2nd byte value + 1st byte value)
20000 -> 214ED-Track background gfx & layout
214EE -> 21764 (**)277Battle Course 3 track layout
21765 -> 21A82 (**)31EBattle Course 2 track layout
21A83 -> 21C92 (*)210Podium ceremony music
21C93 -> 21D3A-Demo recorded input Donkey Kong J.r.
21D3B -> 21FFF-Demo recorded input Koopa Troopa