Similar to me. I once started writing a lemmings clone for Linux in C++, but my hdd failed. For school I wrote (what I think) is quite a cool program in Turbo Pascal. But AGIL is my first real and public project. I never published anything else.
I should use save the add.to.pic info in my savegames, at the moment I dump the graphics buffers which is why the saves are so large. The next release will have multislot savegames, and these will include a discription. Also I have no idea how the graphics buffers were arranged in the original interpreter, I would think something more like Sarien. I thought of doing something like that, but my hugh graphics buffers were just easier to implement.
Does NAGI have any inline assembler? The temptation to use asm is overwhelming, but I resist in the intrest of portability.
If this is your first real projects, it's damn excelent. And dissassembling stuff aswell. I will try this sometime. I want to remake Monezuma's Revenge. But this will be far simpler than AGI, It's just one .COM file (but it does some bad things.)