trodoss,
It is true that we had to take savegames out when designing Glutton. On the other hand, you say that FreeSCI is more forgiving than Sierra SCI for developers. I'd say that depends on what you're doing; for example, some Sierra games use the StrAt kernel call for accessing arrays. We have had to include special code for this case (among others) in FreeSCI, because it abuses the particular implementation of StrAt (in FreeSCI, a variable is really 32 bits wide instead of 16). Glutton in its original incarnation would have aborted with a VM error here. Similarly, Christoph implemented type checking of arguments to kernel functions; we have had to relax this checking somewhat as we discovered other kinds of abuse.
I still think you are overstating the case when you say that Sierra changed their object model. If you are dealing with parser based games, you could easily use the template game we have already, with the changes I outlined earlier. The major changes only come in when we consider the point-and-click stuff; we still have state machines, room objects, actors, views, etc. working like they did in SCI0.
Your last comment ("if I just insert bytes for commands (like loading the palette)") makes it sound like your biggest problem is with Brian's compiler being designed for a particular interpreter version. I can only say it has worked for me (I used the PQ3 interpreter and class hierarchy) -- the crash I got could have been debugged if I had spent more time on it than I did. I had a simple program, written in an afternoon, that made SCI Studio-compatible .SCO files out of the original game and linked my own code against them. Since I used the files from an original game, I had none of the problems you'd have to solve in adapting Brian's template.
Lars