Addresses use 1 byte unless otherwise noted

Wheel:

!Rotation = $0DC3 ;2 Bytes, also usedin level code
!RotationAccBits = $5C
!RotSpeed = $58
!FrameNum = $18B4
!TilesDrawn = $18B7
!DuckFrame = $1473

!SwitchFrame = $1475

!IRQScanline = $87
!BlockCounter = $140B ;2 Bytes

!SpawnSpriteNumber = $7C

!Health = $145E

!DuckXPos = $13E6 ;2 Bytes
!DuckYPos = $146C ;2 Bytes
!DuckYAccBits = $13D8
!DuckYSpeed = $13C8
!DuckDirection = $61

!InteractionCallback = $62 ;Needs two bytes

!State = $18BB
!StateTimer = $0AF5 ;Also needed in NMI code
;These are used for the hurt state
!OldState = $1415
!OldStateTimer = $1416
!SwitchDir = $147D
!AccelTo = $147B

!SpriteTableBackupRam = $18C5 ;Requires 5 bytes
!SINTable = $7FB100	;Requires 0x400 bytes
!COSTable = $7FB500	;Requires 0x400 bytes

!DisableCapeAndFire = $79

;8 Byte tables
!LastFrameBucketX = $0F5E
!ThisFrameBucketX = $0F9A

!BucketXDiffTmp = $14B0 ;2 Bytes
!XTmp = $14BE

