Pixel Quest Level Editor, by Bedrock: https://github.com/lBedrockl/Pixel-Quest-Level-Editor/releases
Code analysis of why the trick works:
The expected behavior of a dash is this: every time you start a dash, a variable is set so you can't dash again "allowDash=false". When you end a dash, a timer is triggered "dashDelay". When this timer ends, that same variable is set and you can dash again "allowDash=true".
A gate only stops the player when it's closed, so the developer had to write specific code for it. That includes stopping a dash. The problem is that the developer forgot to check if a dash was happening in the first place and decided to trigger the timer of the dash end "dashDelay". So every time you touch a gate, the "dashDelay" is triggered, even if you have "allowDash=true", putting you in an unexpected state.
If you dash now, the "dashDelay" will end in the middle of your dash, allowing you to dash earlier. When you finish your dash, the "dashDelay" will trigger again, putting you in the same unexpected state, allowing you to repeat the process.
Opening the gate:
Because the "dashDelay" can only be triggered if it's not already running, if you keep touching the gate, the "dashDelay" will be triggered as soon as it ends. When opening the gate, the "dashDelay" will trigger 2 times, and once the gate is open, you still have 2 frames of the 2nd cycle remaining, hence the short window for initiating the hyperdash.
When knocking, you can potentially start the 2nd cycle later, so you have more frames in the "dashDelay" timer remaining after the gate is open.
Special thanks to DarkStuff for proofreading the script.
I made a new version of the Pixel Quest hack: Speedrun v1.1.0 with a new feature.
You can check the full changelog .