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	;23FC0004080C0000B4C0This 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!)