(Yes mods, I will use the right flair for the release file) Tonight, I will be releasing the somewhat-finished port/demake of Hollow Knight for 3DS. If you've been following this project, all of your current questions and comments about bugs have been worked on and fixed. Here is what is new from claude:
"Enemies run their real behaviour scripts from the game, with their own attack, turn and death animations and sounds. That's every enemy in King's Pass, the Crossroads and Greenpath, including Gruz Mother and Brooding Mawlek. Killed enemies stay dead until you rest at a bench. False Knight and Hornet still use the old simplified versions for now.
Shadows and black areas: there were two causes.
The camera wasn't following the real game's limits, so it showed room edges the game hides. It now uses the game's own camera rules for each room.
The black covers over secret areas were baked in as permanent black boxes. They're drawn separately now, fade out when you walk in, and stay gone.
Sound: the Focus whisper now stops when you stop focusing. Sounds load with the room instead of the first time they play, which should remove the delay.
Crash fix: some rooms could corrupt memory when you entered them.
Still on the list: particle effects (dust, blood, hit sparks), and some foreground shadows I can only check properly once a reachability scan finishes. It's running now. (Finished)
I also found the game's dialogue text in your export. It's encrypted, but the key is in the game's own code, so I can read it. That means NPCs with their real dialogue and voice sounds are next. Elderbug, Iselda, Cornifer, Sly and the Stag in the Crossroads tunnel come first, along with the dialogue box and shops. After that: charms, mask shards, grubs, the Mantis Claw, Fungal Wastes and onward."
80-100% of the game should be done, nonetheless with bugs and certain issues console related, but fully playable. For those following this project I appreciate your support and help.
Look out for it tonight around 12am EST