Please explain what you need to do, we can discuss the thing together 
Well, I thought the major barrier would be the CPU speed. I'm running bytecode-based expressions evaluation on the NDS (at 66MHz) and it works correctly, and I expected the need to convert that into native code expressions (thus compiling the former into e.g. 68000 machine code).
But I'm realizing that even the art itself might be over the specs. I loaded 64K of tiles for the playground, almost another 64K for the parallax background and yet another 64K for the sprites. I would have to re-think the art so that it works in 4bpp, first, but even that might not be enough to fit everything into a 16-bit console's video memory,
at least not on SNES. I couldn't work with such "static tilesets" on 16-bit. I'd need a strong algorithm to move data between ROM and VRAM, and tracking what will be referenced next and what isn't. And maybe even delaying the transition to an attack move of a monster if the DMA pipeline is already full for this frame. Significant work, thus.