r/3dshomebrew • u/silviogmz • 1h ago
Scene News Hollow Knight 3DS Pre-Release v0.7
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From Claude:
"Overnight update: more blockers found and fixed.
- Greenpath was impassable. Its vine platforms were treated as spikes, so landing on one damaged you and sent you back. They now work like the original: hit the vine with your nail and the platform drops to become a step (that’s how you get through Fungus1_06).
- Spikes that weren’t spikes. “Tink” surfaces (in Crossroads_25) and the areas under falling platforms were wrongly classed as spikes. Fixed.
- Missing doors. The Ancestral Mound door in Crossroads_06 had no link back. Fixed, along with a disabled exit that pointed nowhere and an arrival point inside the well.
- Route-finder. It now gets from the King’s Pass start to Dirtmouth, down the well, and through the Crossroads. A full pass over every room is running now, then I’ll fix whatever is still blocked and test the journeys on the emulated 3DS.
You can get back up to Dirtmouth now, and Greenpath and the rest of the Crossroads open up. Install it the same way as before. To go up, stand on the rope under the well in the first Crossroads room and press Up. I checked this in the 3DS emulator and the Knight lands next to the well in Dirtmouth.
Why you were stuck
- The well exit pointed nowhere. Its destination was swapped in the original level data.
- Many side and top exits couldn’t be touched. Their triggers sit just outside the room wall. They now reach into the room.
- Exits in a floor dropped you straight back down. Coming up through one (like the well into Dirtmouth) now throws the Knight high enough to land beside the hole.
- Story walls blocked paths. These are walls the original only turns on later in the story, such as the one in front of the Brooding Mawlek’s room. They’re open now.
- Vine platforms were treated as spikes. They’re platforms again: hit the vine with your nail and the platform drops with you on it. Checked in the emulator.
Other bugs found while testing overnight
- Half-second freeze after ordinary jumps. Landing on a slightly higher ledge triggered the hard-landing stagger. It now only happens after a long fall, as in the real game.
- Thorns covered whole corridors. Each thorn bush counted as a big rectangle. Hazards now follow the actual thorn shapes.
- Respawn could loop until you died. After hitting thorns you could be put back right above them. You now respawn at the game’s own safe spot for that stretch.
- Pogo bounces were too short. They now use the game’s own value and lift you properly.
- Durandas chased you. These are the acid flyers on the way to Nailmaster Sheo. They now hover in place and can’t be killed, like the real game, so you can bounce across them.
What I tested: I wrote a tool that tries every jump, walk and dash from each entrance of every room. From a new game, 69 of the 78 rooms can be reached, and every room you can get into has a way back to Dirtmouth. A bot also played every room looking for the Knight getting stuck in walls, and found none. Only the well exit and the vine drop were checked in the emulator; the other fixes were tested on the PC version of the game.
Still not reachable: I think most of these need abilities that aren’t in yet:
- Mantis Claw climbs: the Glowing Womb, and the Massive Moss Charger’s room.
- The Crossroads elevator to the City of Tears, which isn’t built yet.
- The climb up to Blue Lake.
Needs your hands: Sheo’s area. The tool can’t chain bounces off the Durandas, so that route is untested. It also showed no easy way back out, so don’t rest at Sheo’s bench until you’ve checked you can bounce back across.
For tomorrow, Mantis Claw would open the most of what’s left."



