Yeah, so... since there are Sonic disasms out, I imagined these might exist as they're about the same age... but I can't find one anywhere D: As for why I'd want one, I basically want to know the details behind why the safari zone and mew/ditto tricks work (the Missingno one is obvious).
To the best of my knowledge, one doesn't exist. I could be very wrong though. What I would recommend is to start one yourself, but that might take time and skill. At least you'd learn some things in the process, though.
Actually, I seem to recall talk of there being a Pokemon Red disassembly laying around somewhere. That was at least two years ago, though—but when I knew about it, it was at http://www.pokecommunity.com somewhere in the hacking section.
There's a couple of tricks connected with the Safari Zone; which are you talking about? As for the Mew Trick, this document should tell you everything you need to know. The only thing to bear in mind is that the following statement is false. The truth of the matter is that the 07s after that section of memory are the stat modifiers for each stat in turn (default 07, can decrease to 01 through attacks such as Screech or increase to 0D through attacks like Swords Dance).
The walk-through-walls one. Sorry I forgot to specify. I actually forgot about the Glitch City trick there (as that's as simple as Missingno: broken warp indices, in this case). Well, the following made me lose the game is what I don't understand. How does it remember that you were supposed to be in a battle, why does it automatically send you back into battle, and why does it give you a wild battle rather than a trainer battle? How exactly would I go about that? For starters, I don't know Z80 ASM (though I'm sure I could learn it in time) (IIRC the Gameboy uses a Z80), and I don't know of any disassembly tools other than IDA, which confuses the hell out of me.
There's a memory value set somewhere that isn't reset properly - I think I had an explanation somewhere regarding the Mew glitch... OK, here it is. http://pokedex.kary.ca/catchmew2.shtml
The glitches are so well documented, I bet there's very little code in between them. Just take the glitches, add some if statements here and there, and you've got yourself an RPG.
Simple. When you're jumping over a hoppable barrier a flag is set to let you walk over normally unwalkable tiles. If you're Safari-Zone-warped back on that same frame then the flag isn't unset. (It's normally unset when you go through a door, but it's not unset if you black out in the Safari Zone entrance room due to all your Pokemon dying; this is abused in the current TASrun.) There's two flags set when you fly out - the first is the flag which says the menu should be open (which is why it doesn't open again for the duration of the glitch until you reenter the route) and the second is the battle flag which says a battle is taking place. When you reenter the route it realises the two flags are set and deals with them one by one, first by opening the menu again and then by shoving you into a battle. The reason it's a wild battle rather than a trainer battle is because the two are the same thing from the game's point of view.