I'm certain others will chime in with a more detailed explanation of why this would be quite a challenge - but here are some starting points for discussion.
* The AdLib uses FM synthesis to create the sounds of its instruments, and you can create any sort of instrument you want - within the limits of what FM synthesis can produce.
* The Roland MT-32's instruments are an algorithmically created but pre-programmed set, plus you can create your own instruments (which will sound different from FM Synthesis). The order of the Roland MT-32's default instrument bank is different from General MIDI's.
* Under General MIDI, instruments may be either algorithmically created or may be prerecorded sound samples that are manipulated to different octaves. GM devices may or may not let you replace the instruments using extensions (e.g., Creative's "Sound Fonts") - but officially there is only one standard set of instruments with no replacements, although the quality of the sound may vary from device to device.
* Perhaps most importantly, any particular game may or may not use MIDI as the standard encoding for its soundtrack, and some games may provide separate sound drivers that you can hack while in other games, the drivers are built-in. Your mileage may vary.
* You might want to take a look at Anders' AGI MIDI tool, found on the Utilities page (
http://www.queststudios.com/roland/utilities.html ), as an example of reprogramming a game that was not designed with General MIDI in mind. I would expect the basic principles to be the same, except whereas AGI MIDI only had to deal with mapping octaves to a selected instrument (which AGI MIDI lets you choose), to map AdLib you'll need to make many instrument selections on behalf of the end user or listener.