There's also a later DS version but I didn't look into how easy it was to compile - it seems to use less SDL and more DS-specific routines.
This was a quick-and-dirty port of the GBA code where I just ran it through a compiler and on the third attempt got it to compile a complete "static" executable with SDL. Ironically, I had to use the "Windows" code included in the source, instead of the ARM-specific GBA code, and then had to compile it to run on Linux. Fortunately the "Windows" development environment was SDL and MinGW, which needed no porting to run on Linux. I had to change some paths, add lots of compiler options, download a small utility (which converts the graphics to GBA palettes) and comment out one line from a header file, and then it compiled statically.
That version ran on the GP2X, but obviously wouldn't let you control it. I threw in a function to emulate keyboard presses with the GP2X joystick and added some SDL Joystick initialisation code and it became playable. I tweaked some of the "exit" code so that the game would exit cleanly and respawn the menu and it all worked and I was able to play through several games.
No doubt there will be some bugs because it's basically running a game intended for the GBA / Windows without any critical modifications on a Linux handheld... I have noticed that if you stop it with the quit key (Vol+), sometimes you lose sound in later games or they won't start up because they can't grab the sound device. It must be leaving them open, so I might have to find that and fix it. Restarting the GP2X makes everything work.
I've only tested it on F-100's but I can't see any reason it won't work on F-200's. The only quirk I know about F-200's is that the sound frequencies have to be certain numbers but this game happened to use one of those rates by default anyway. Obviously, you won't have touchscreen control on F-200 because I haven't written anything to do that.
If it doesn't work for you, shout. It's probably only a simple SDL-bug or something that needs tweaking. And, besides, it only took me half-an-hour to actually port it, so there's bound to be more wrong with it.