Yes, that's what i mean. That should be pretty easy for the most part. Here's a brief overview of all(?) android specific classes that jPCT-AE uses. Of course, it uses only a subset of method from most of them. I can post these in more detail, if you are interested. The OpenGL ES 1.x interfaces are the same thing, so there should be nothing to port in that regard.
Classes that have to be reimplemented on BlackBerry, at least partially:
android.opengl.GLES20 (has to be fully implemented, but isn't much more than a simple pass through class)
android.util.FloatMath
android.util.Log
android.opengl.Matrix
android.graphics.Bitmap
android.graphics.BitmapFactory
android.graphics.Canvas
android.graphics.drawable.Drawable
android.content.res.AssetManager
android.content.res.Resources
android.os.Build (just make sure that Build.VERSION.SDK_INT != Build.VERSION_CODES.FROYO)
Classes that might be needed for some functionality, but almost everything should work without them:
android.opengl.ETC1Util
android.graphics.Matrix
..and most likely not needed:
android.opengl.GLSurfaceView (only setEGLContextClientVersion(2) used to enable ES 2.0 and only in the AAConfigChooser).
If these classes/it's required methods are reimplemented and bundled into a jar that will by deployed together with the jpct-ae.jar, it should actually work assuming that what jPCT-AE does OpenGL-wise is compatible with BlackBerry...but it actually should be....