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Damian Small
Active 2026–Present

Phasor Race Forge

Reusable Phasor Lua modules that reconfigure Halo PC Race checkpoints, spawns, vehicles, portals, launch pads, and gametype rules at runtime.

Phasor Race Forge is a collection of reusable Lua modules I built for creating custom Race tracks on the retail Halo PC dedicated server. It lets a track script reconfigure checkpoints, player spawns, vehicles, portals, launch pads, and Race rules while the server is running.

Working around fixed map data

A Halo Race map normally uses the checkpoints, spawn points, and vehicles placed by its author. These modules work with the scenario data already loaded in memory, so a server can apply a different track configuration without editing or recompiling the map.

The checkpoint module can, for example, repurpose existing netgame flags and configure as many as 32 Race checkpoints. Other modules change applicable player spawns, vehicle placements and counts, gametype rules, lap limits, and interactive track elements.

How I verified the memory work

The implementation combines Ghidra analysis of haloded.exe, published HEK structure definitions, calculations from confirmed structures, and checks against the running server. The repository documents which offsets and behaviours are verified and keeps unresolved findings clearly marked.

A modular track system

Each feature is an independent module. A track loads only the modules it needs, supplies its own configuration, and registers them through a shared host that dispatches Phasor callbacks. Complete Boarding Action and Blood Gulch examples show how the modules combine into working tracks.

The project remains active as I map more of Halo PC's Race-related data and turn those findings into reusable, reversible server-side tools.

Source repositories

Phasor Race Forge ↗

The Lua modules, example track configurations, technical notes, and verified runtime-memory findings.