Ok, so i added the crack to the game without WHDLoad (i.e. direct into the source code) and then recompiled it.
Mostly as a test to see if we had re-sizabel code yet.
There are a few graphical glitches - the bottom graphic for the shield, and the way the characters are being drawn (haywire colours) , but actually nothing major imho.
Hopefully i can locate the code for these two items and see if we still have any outstanding addresses as long-words etc.
Definate progress though
EDIT:
First graphical glitch fixed.... one of them-there long addresses! (this one is for the Avatar/Shield graphic
;move.l #adrL_01000A,d7 ;2E3C0001000A
move.l #$0001000A,d5 ;2A3C00010008
I found a similar one, which appears to jump to the middle of the "level object data" , so i *think* this would need fixing also, but i admit, i don't know what it does (i couldnt see any change as a result of fixing it)
;add.l #adrL_010040,d5 ;068500010040
add.l #$00010040,d5 ;068500010040;
And one more...
;move.l #adrL_04080C,adrEA00B4C0.l ;23FC0004080C0000B4C0
move.l #04080C,adrEA00B4C0.l ;23FC0004080C0000B4C0
This one is an easy spot because #0004080C are the mask colours used throughout the game
(probably this one should be set up as a fixed number with EQU eventually - might help spot certain bits of code!)