Yeah to be honest I started this ages ago, and I'm not really happy with it at this stage. Could you let me know about some of the extra abilities and moves that are broken.
Open sourcing it is tough to be honest, thats why the move and ability resource threads exist. I'm actually putting more optimised codes up. Open sourcing the decapitalisation and table expansion is kind of pointless, it's just more tedious.
Eh, I'm not super fussed about making a build script at the same time, because I feel like there are not a lot of existing Fire Red hacks that would want to suddenly add it.
Now for Emerald, once it's completed, I'll likely get Touched to help me build a dynamic compiler. It'd just be a looot of extra work.
Yeah, thats so... I'll probably go to the resource threads and add those up to my build scripts. However I kind of fancy the idea of having a base out there for people to use easily.
What I came up with through slight testing (Basically just randomly trying things):
The ability Sand Force seems to crash the game on battle start.
There is more, but since I was just playing around and not really bug testing, this is the only one I wrote down (Because it is the only one that really broke stuff, the rest was more like wrong animation, wrong effect, stuff like that)
As I said, your base is just too cool, though having all of it non-static and not really documented is just a neusance for some hackers, yet over that I think it is more important that most of the stuff actually works, which it does not seem to be.
Since the decap stuff is not the main focus of your base (I suppose) the code for that is not really that important, the attacks, abilities and items are what really makes your project special and interesting for people to use.
~SBird