i think that compiling for an ARM processor isn't the biggest part of the work to get bmax code running on a GBA/DS. i mean the GBA and DS are pretty much all dedicated (sprite and 3d) hardware with matching limitations. for example, the DS can't do true color texture maps (only 4x4 texel compressed) it has no blendmodes for 3d entities, alpha textures can only be in 5bit color 3bit alpha or the other way around, etc. etc.
that and the fact that nintendo has a custom compiler, will only licence companies that they approve, you'll need a devkit to run your code, etc. in other words redirecting blitzmax compiled code to the homebrew scene (which doesn't have to be a bad thing, but i don't think nintendo will thank blitz research...)
so i'd rather see the shitloads of time that would be needed to get bmax to compile for arm processors invested in improvements for the language itself (public/private support, inline functions, defines, etc)
that and the fact that nintendo has a custom compiler, will only licence companies that they approve, you'll need a devkit to run your code, etc. in other words redirecting blitzmax compiled code to the homebrew scene (which doesn't have to be a bad thing, but i don't think nintendo will thank blitz research...)
so i'd rather see the shitloads of time that would be needed to get bmax to compile for arm processors invested in improvements for the language itself (public/private support, inline functions, defines, etc)