I don't want to either get anyone's hopes up, or make Alec feel bad because I'm messing with his engine so much (: but I'm actually working on that rewrite now. My intent is to put together a system interface layer and rewrite BBGE on top of that; if all goes according to plan, the Aquaria code should then be platform-independent, and an Android or Wii or what-have-you port should be as simple as adding a new port directory to the system interface layer. (Well, plus hardware-specific input rules and stuff, but you get the idea.)
If I feel
really ambitious, I may try messing with the map data so it can use 3D vertex coordinates and shaders -- I suspect the current 2D setup is a large part of why it runs slow on both the PSP and low-end PCs. My old engine was capable of handling 3D environments with upwards of 80k vertices at 60fps on the PSP, so there's still plenty of potential there. That's still a ways off, though, plus I don't know whether it can be done without needing to include modified map files (which is of course out of bounds).
It crashed and shut itself off when I tried to reenter home waters, but when I relaunched it it worked ok, so no reproducing that bug, sorry.
I had that happen once as well (but only once) -- I suspect it's memory fragmentation, but I haven't been able to track it down. For the time being, I guess just remember to save early and often.