Footstep effects depends on the room index/number (first byte in room header, not the room header offset), the current area and occasionally other conditions. Related ASM routine : $91:F0A5 ------------------------------- Crateria Room #0 Effect : water splash Condition : Rain FX1 Room #5 Effect : water splash Condition : Samus Y position is > to #$03B0 Room #7, #9, #10, #11, #12, #14 Effect : water splash Condition : None Room #28 Effect : dust cloud Condition : None ------------------------------- Brinstar Room #5 to #8 and #11 Effect : dust cloud Condition : None ------------------------------- Norfair Any room # Effect : dust cloud Condition : None ------------------------------- Wrecked Ship => See Norfair ------------------------------- Maridia Any room # Effect : water splash Condition : None ------------------------------- Tourian => See Brinstar ------------------------------- Ceres & Debug => No footstep effect Note1 : all room indexes listed above are decimal numbers Note2 : footstep effects will not trigger in water/lava/acid, except if you've set the "line-shift" flag (water only).