I wanna see how Resident Evil 1 runs on 32x
(This has been answered a few times already, but anything to get us out of that off-toic argument about whether or not Genesis was good...)
Tomb Raider is a specific case where the OpenLara project team is rewriting the core as an open source for a wide variety of machines, and as part of that root-level optimization and rewriting, some are using platforms such as GBA and Sega 32X and 3DO for experimental research projects into how flexible that work can be.
There are projects like "
OpenResident" and "
OpenBiohazard2" out there reverse-engineering the RE base, and maybe when that achieves a certain level of completion they'll try some stunts with it on wildly archaic platforms too?
...However, I wouldn't think RE is a great candidate for platforms like Genesis/32X; the assets aren't natural for the platform's capabilities, and optimization (even on the crazy level of OpenLara 32X) wouldn't necessarily work around the limitations. RE is a lot of still/animated elements for the backgrounds with 3D characters/items on top; It would need to limit the color depth and resolution of backgrounds (all pre-reprocessed before placing into the ROM,) and then those would still be large for a card (32X can apparently be picky with oversized cartridges) so you'd need to compress even further to fit since there's not tiles to reuse. Characters seem like they'd come over fine, considering how with TR they've been able to make use of the 32X's poly abilities much more capably than 3 or 4 characters in a locked perspective, but sounds and cutscenes become an issue again for capacity.
All in all, I just don't think there's any benefit to trying as even an exercise, since we know what it'd take to do it (a large cart and a butchering of the assets) and there's not much coding wizardry to show off accomplishment in the end if it actually did get a retro port. In fact, we've already had demakes as well as actual ports/prototype ports of REs to "impossible" hardware. (Some of these redos reconceive the whole game as an isometric or other type of traditional 8-bit/16-bit engine, while others manage to redo the assets and replicate the general engine concept for the limited capacities of a lesser target platform.) We basically already get how it would be done.