I digged through more stuff.
$65A4 is an object with enemy x position pointers for the whole level
$4D60 is an object with box x position pointers
$3F08 is an object with apple x position pointers
Stuff for player object:
Header: every object has it
allocated memory 10A04 4h
?
pointer next 10A0C 4h
pointer prev 10A10 4h
Position:
xpos 10A14 4u
ypos 10A18 4u
Animation:
state 10A38 1b
animation 10A44 1u
animation timer 10A48 1u
Physics:
x startspeed 10A5C 2s
x acceleration 10A60 2s
x maxspeed 10A64 2s
jump force 10A68 2s
gravity 10A6C 2s
max fallspeed 10A70 2s
x speed 10A74 2s
y speed 10A78 2s
jump peak flag 10A7A 2s
xpos old 10A80 4u
ypos old 10A84 4u
pointer 10AAC 4h
Last positions:
pointer 10AC4 4h
slot 10ACB 1u
lastpos's 10AC4 ~ 10B08 4u
Interaction with boxes:
pointer 10B24 4h
xpos 10B28 4u
ypos 10B2C 4u
pointer 10B48 4h
xpos 10B4C 4u
ypos 10B50 4u
The game stores the 7 last positions, useful for your script ThunderAxe.
What's left to being found is hitboxes and level layout.