Neko ends abruptly in debug

Tried it, got a stacktrace, apparently the problem was that I called ++ on an uninitialized int in my debug fps tracker. This would have been impossible to track down, so thank you. I created a FlashDevelop issue for this

As for dispatching frame labels in neko, I don’t think it will be very easy, I made a work around, that checks a movieClip’s current frame on an EXIT_FRAME event, and I’m noticing that frame labels seem to be skipped inconsistently.
For instance: https://gist.github.com/Geokureli/64c99301b98f516435e9f74ecf2c3a57

I’m wondering if FrameLabel events were avoided in these targets because animations are not frame based, but rather time based, meaning frames can be skipped.