Hm, I cannot confirm this 'backwards' of Steem. I made my memory images with it. WinUAE really needs a longer time until it runs and I needed some time to made the right setups to run it at all, but once this is all done, it works fine. Still - would be a pain to work with those both.
My versions do use an original memory image (with initialized values, shot at the main menu directly after the came the first time here, so just loses the title image) and operates on it.
Even that the real memory location of this image changes from run to run, it is declared as a global array with 1 MB-size and got the name M. To match the labels of the disassembly the datas are loaded to M[0x14000], so there you could find the first original opcode of the game.
Both screens can be found in consequence at M[0x70000] and M[0x78000] (differs a bit from amiga version). That means: you can ever hit the F12 key for a break, go to the debug window (option memory), enter &M[0xyouchoice] and it will list the contents (never tried to save from there, but there should be an option). Then you continue to debug. Except for a very few needed variables, the current version still has no own data-fields. It operates completely on this M[] - and that correct in endianess (keeps amiga/atari style, which differs to PC-version).
You already know how to compile normal and extended version (#define NORMAL in types.h, set // before for the extended levels). So - if the current problem is really just the missing redistributables, you should make it...