What I'd been doing is AGI3 remasters of certain fan games. This had been going on for a while, but now I'm ready to share updates on that.
At this point, the Tex McPhilip games are all set and optimized. with various quality of life improvements. I tested them to completion with no known issues. What's cool is that I merged the first two games into one. The third game was too big, and different enough to remain its own game, but I did quite a bit of cleanup and optimization for that game too. Same for Tonight the Shrieking Corpses Bleed and Residence 44 Quest.
In all of these cases, the games have been re-coded to use the local/dynamic flags/variables system that's common in the Sierra games. I also did proto-SCI room scripts that were common in KQ3 and PQ1. That freed up a lot of globals.
When rearranging the flags, I discovered that flag 16 was often being used for various things. Problem is, if this flag is set, you get no confirmation if you want to restart the game. Obviously, during the AGI Studio days, it wasn't known that this flag was being used by the interpreter. Now we know (thanks to discovery of original source) that flags/vars 0-29 are all in the interpreter range. I rearranged things with this in mind.
I even tested the remastered games with really low CPU speed. 2000 cycles works well for most AGI games, but Tex McPhilip 3, with its larger views, chokes with anything lower than 3000. The games clearly weren't optimized with these slower speeds in mind. I took care of that.
So there you go. That's what I'd been doing all this time.