The Torque 2D (Torque Game Builder) engine could possibly be ported, but you would have to get the blessing of Garage Games if you ever intended to release any games that used it---this is directly from their TGB Pro EULA:
(h) Licensee may not release Games intended for operation on Game Console Systems including the Microsoft XBox, Microsoft Xbox360, Sony Playstation 2, Sony Playstation 3, Sony PSP, Nintendo GameCube, Nintendo DS, Nintendo Wii or any successors or future console platforms without first obtaining a separate Torque Game Builder Console License from GarageGames.
Also, the only Linux-based version of TGB is version 1.1.1, which was a decent version, but it's missing a lot of the really nice things from v1.7( behaviors, tick-based physics, etc) . I do have a source code license for TGB, and I have access to the Linux source. However, I really don't like the sound of the separate "Console License"---that sounds expensive, even if Garage Games had no intent of ever making the port in the first place. I would be willing to play around with it, but it's also a seriously complicated piece of code.
Performance would also be interesting. If the OpenGL ES chipset really works well, and if it actually has decent drivers, you could use the engine for some decent little games. Memory overhead is a bit high in the Windows version, so you would have to carefully size all of your graphics and animations. Low-end OpenGl chipsets tend to have some performance issues with a lot of transparencies on screen, and TGB is basically designed to have tons of transparent and alpha-blended textures flying around. So, that could be interesting.
The good news is that there is very little X86 ASM code in the source, and all source files that have X86 specific code have X86 tacked onto the name.