Had some good progress dealing with the crashes last night. For those who are curious, those crashes come from indirect (or function pointer) calls, where it's often impossible to know what the code is going to be called at compile time. This is the main weakness of the static recompilation method and that's why dynamic recompilation (aka dynarec/JIT) is more often used.
To expand a bit more, it's because of many different calling conventions (or ABIs) available on x86 Windows: there is "default" convention for C code, while there is different one chosen by Microsoft for their win32 API, and a few others used for C++ by Visual Studio (de-facto compiler of 2000-era windows games). They have solved this mess for x86_64 and ARM always had an unified calling convention, but it's a problem on x86 and after static recompilation it results in mixed up function argument order. For this I basically have to reproduce the crash and inspect the backtrace to see the mismatch, then annotate some functions and recompile.
So the crashes will only be fully solved if people hitting them will report. At later points of the game I'll need the character saves. But that's only after the next release as right now some rather common stuff crashes and it doesn't make sense for me to investigate issues that are likely already fixed.
There is another problem with the game not being designed for touchscreen, similar like it was with D1. Here it's mostly with picking the items while you hold alt - the game only reacts on things that had been highlighted first, like with the real mouse you first move the cursor on top of something, the game then does it's usual periodic processing on every tick (one tick every 40ms), and the item gets highlighted. Only highlighted item is processed, without that it just interprets it as "order the character to move here" command, and this is what happens when playing on the touchscreen.
Unfortunately trying to call the highlight code from click event handler causes the game to crash. Looks like the that code is mixed with rendering and other bits so can only work from the periodic tick handlers. For that I'm thinking about adding an optional hack where while alt is held, only pen-up even would send a click event, so you can highlight things without "clicking" somewhere. This will also allow things like inspecting the items without clicking on anything.