00066A lea UnpackedMonsters.l,a4
000670 move.w #$01FF,d0
lbC000674:
move.l d6,(a4)+
000676 dbra d0,lbC000674
00067A move.w lbB00EA8A.l,d0
000680 move.w d0,d1
000682 add.w d0,d0
000684 lea MonsterTotalsCounts.l,a4
00068A move.w $00(a4,d0.w),d6
00068E lea UnpackedMonsters.l,a4
000694 move.w d6,-$0002(a4)
000698 bmi.l lbC006C72
00069C add.w d1,d0
00069E asl.w #$08,d0
0006A0 lea TheMonsterBlock.l,a3
0006A6 adda.w d0,a3
0006A8 moveq #$00,d4
lbC0006AA:
clr.b $0005(a4)
0006AE clr.b $0002(a4)
0006B2 move.b (a3)+,d0
0006B4 subq.b #$01,d0
0006B6 move.b d0,d1
0006B8 lsr.b #$04,d1
0006BA move.b d1,$000A(a4)
0006BE andi.w #$000F,d0
0006C2 move.b d0,$0004(a4)
0006C6 bsr.l lbC008136
0006CA moveq #$00,d7
0006CC move.b (a3)+,d7
0006CE move.b d7,$0000(a4)
0006D2 swap d7
0006D4 move.b (a3)+,d7
0006D6 move.b d7,$0001(a4)
0006DA btst #$17,d7
0006DE bne.s lbC0006EA
0006E0 bsr.l lbC0080F8
0006E4 bset #$07,$01(a6,d0.w)
lbC0006EA:
moveq #$00,d0
0006EC move.b (a3)+,d0
0006EE move.b d0,$0006(a4)
0006F2 move.b d0,$0007(a4)
0006F6 moveq #$0E,d1
0006F8 sub.b d0,d1
0006FA bcs.s lbC000702
0006FC cmpi.b #$08,d1
000700 bcc.s lbC000704
lbC000702:
moveq #$08,d1
lbC000704:
asl.b #$04,d1
000706 move.b d1,$0003(a4)
00070A move.w #$0190,d1
00070E cmpi.b #$19,d0
000712 bcc.s lbC000722
000714 move.w #$00FA,d1
000718 cmpi.b #$10,d0
00071C bcc.s lbC000722
00071E move.b lbB00077E(pc,d0.w),d1
lbC000722:
mulu.w d1,d0
000724 addi.w #$0019,d0
000728 move.w d0,$0008(a4)
00072C move.b (a3)+,$000B(a4)
000730 bpl.s lbC00073A
000732 move.b #$10,$0003(a4)
000738 bra.s lbC000748
lbC00073A:
cmpi.b #$40,$000B(a4)
000740 bne.s lbC000748
000742 move.b #$37,$000C(a4)
lbC000748:
moveq #$00,d0
00074A move.b (a3)+,d0
00074C cmpi.b #$FF,d0
000750 beq.s lbC000772
000752 lea lbW016FEC.l,a0
000758 move.b d4,$00(a0,d0.w)
00075C move.b d0,d1
00075E andi.b #$03,d1
000762 tst.b $0000(a4)
000766 bmi.s lbC000772
000768 addq.w #$01,-$0002(a0)
00076C lsr.b #$02,d0
00076E move.b d0,$000D(a4)
lbC000772:
adda.w #$0010,a4
000776 addq.w #$01,d4
000778 dbra d6,lbC0006AA
00077C rts
Ok, so it looks like this is what you are interested in MadMunky.... This seems to load the monsters from the .monsters setup section (the files we know and love from the editing process) and loads them into an allocated space in memory ($16B7C in memory) - this address also has a "count" at the start of it.... lbW0167DA seems to be the reference to that space.
If I can get to grip with what some of the labels should be, we might be able to make some sense of this, and translate it into "English" (or other code)