Uploaded March 2023 | Updated September 2026, 2 days ago
A few months ago, I created a set of patch codes for Sonic 3K that sets the water level to the top of the level, including zones without water. In this stream, I'll attempt an entire Knuckles and Tails run of Sonic Delta 40Mb using these codes.
The codes:
FFF730:0001 - Master water code (required for codes to work)
FFF648:0000 - Sets water level to the top of the level
FFF64A:0000 - Keeps water level to the top of the level
FFB02C:001E - Disables drowning (obviously needed)
FFF64C:0000 - Stops water from moving
"Let me explain!" -Sojiro Sakura
So basically, the first code is a sort of "water-level override" code, so the other codes can override what is already there. The next code controls what Y coordinate the water is at. Since the value is 0000, it's at the top of the level. The third code is very similar, though if the value is not 0000, it will move down to the specified Y coordinate once the level loads in. The fourth code disables drowning, which should be self-explanatory. Lastly, the fifth code prevents the water from moving, so events where the water moves up or down (like multiple spots in Labyrinth Zone) don't override our codes.
I should also mention that these have an issue with vanilla S3K. Zones with no water, or no water palette at all, will be completely black wherever there is water. You'd need to manually apply a palette, which I don't know how to do. Sonic Delta has a working palette for whatever reason, so it conveniently works here.
Lastly, there are a few zones in Delta that don't work correctly with the codes, those being Labyrinth 1, S2 Hidden Palace 1, Angel Island 1, and Launch Base 1. Each zone either crashes or doesn't work with the water level correctly. Also, a few zones are genuinely impossible to beat without using debug mode, such as Sky/Wing Fortress.
A few months ago, I created a set of patch codes for Sonic 3K that sets the water level to the top of the level, including zones without water. In this stream, I'll attempt an entire Knuckles and Tails run of Sonic Delta 40Mb using these codes.
The codes:
FFF730:0001 - Master water code (required for codes to work)
FFF648:0000 - Sets water level to the top of the level
FFF64A:0000 - Keeps water level to the top of the level
FFB02C:001E - Disables drowning (obviously needed)
FFF64C:0000 - Stops water from moving
"Let me explain!" -Sojiro Sakura
So basically, the first code is a sort of "water-level override" code, so the other codes can override what is already there. The next code controls what Y coordinate the water is at. Since the value is 0000, it's at the top of the level. The third code is very similar, though if the value is not 0000, it will move down to the specified Y coordinate once the level loads in. The fourth code disables drowning, which should be self-explanatory. Lastly, the fifth code prevents the water from moving, so events where the water moves up or down (like multiple spots in Labyrinth Zone) don't override our codes.
I should also mention that these have an issue with vanilla S3K. Zones with no water, or no water palette at all, will be completely black wherever there is water. You'd need to manually apply a palette, which I don't know how to do. Sonic Delta has a working palette for whatever reason, so it conveniently works here.
Lastly, there are a few zones in Delta that don't work correctly with the codes, those being Labyrinth 1, S2 Hidden Palace 1, Angel Island 1, and Launch Base 1. Each zone either crashes or doesn't work with the water level correctly. Also, a few zones are genuinely impossible to beat without using debug mode, such as Sky/Wing Fortress.










