Fun fact: Hal Finney (yes, that Hal) wrote a BASIC interpreter for the Intellivision back in 1978 or so in a weekend. It was 2K of code. Mattel shipped it on a cartridge.
ROM space was so tight, the only error message it produced was:
EH?
Which Hal was very proud of. He showed it to me to make me laugh. At the time I was programming the Mattel Intellivision Roulette cartridge.BootOS, the 512-byte OS written by Oscar Toledo (author of this article), also has a single error message, "Oops".
I don't know that any listings were kept. It never occurred to me to save any of mine. Oh well.
One of the more interesting projects was to make an annotated listing of the 6809 version of MS Basic for the Dragon 32. We learned so much just by studying that code. It was only 16K and yet we spent months on that.
And for stuff we wrote ourselves, a real-time 3D renderer for simple 3D models in 6502 assembly was probably the pinnacle.
Another epiphany was when I was reading the source code for ADVENT (the original Adventure game). There was a comment in the listing "A troll is a modified dwarf". And voila! I discovered inheritance.
I was really into VR at the time and had been working on live-programmable VR environments, primarily through a text editor component that could render to a 3D object texture. As a demo of the component, I wrote a good-enough BASIC interpreter to ruin the Oregon Trail code.
Writing the interpreter was actually a lot of fun and not that hard, considering I already had a lot of code for processing code syntax for the syntax highlighting feature of the code editor.
Sadly, Web standards have changed a bit too much, I couldn't get traction on my project after Mozilla's AFrame released, so now it's some broken code sitting in a GitHub repo somewhere.
It was a lot of fun. The assembler I used was really powerful; I used its macro facilities to create ‘rule’ macros that defined the BNF of the language.
Congrats on your own implementation!