I've posted a video of Minerva's Battle Tank on YouTube, having spent three days fixing most of the issues with it:
Uses *ScreenLoad which on RO2 preserves the cursor state, on RO3.5 and above this is no longer the case
Speed regulation is done by small code loops, designed for a non caching ARM2
The original floppy was damaged, so the disc protection had to be reconstructed for the JFD
Part of the disc protection code is embedded in the Application sprite, which writes back to itself in the Wimp Sprite pool. This won't work on RO5 and also relies on the code being at a fixed offset, which changes depending on the OS version
It writes outside of screen memory (yet to be fixed)