You brought up some good points YakumoFuji.
Just to clarify, it won't matter what they're coded in, since we're dealing with the compiled code.
What is tough, is this dynamic overlay stuff. Hilary understands it may more than I do. Could someone point me at a good resource or help describe dynamic overlays to me? In the meantime maybe Wiki will suffice.
The compression of games makes it extremely difficult to do something general, but since we're going by a game-by-game template process, it might be possible to decompress them first.
As for using DOSBox and giving it a static recompiler. Since the static recompiler processes the 8086 executable and outputs C code which is compiled, you pretty much lose the need for DOSBox. Having the 8086 executable run as a native ARM binary pretty much eliminates the need for "emulation". Though I'm not quite sure how DOSBox handles things. If I'm wrong on this, please let me know.
What I'd like to know is, how much harder is it to make a 286/386/486 static recompiler over 8086? By the sound of things from YakumoFuji, we might have a harder time with 8086 games over the later processor arch's? I'm still new to the interworking of Intel processors, and going back to pre-486, things get fuzzy.
Time to deal with self modifying code...