Hi there! First of all, love your tool:) Second I posted something in the thread about Overworld Manager that might be useful. Third I looked through your notes on overworld manager and might have some info that's useful to you. The 14th byte in the overworld data (The ??? Byte) determines what kind of footprints the overworld sprite has on sand. (00 = No Footprints, 01 = Footprints, 02 = Bicycle, any other value freezes the game when stepping on sand for as far as I looked into it). I'll also make a post of this in the quick research and development thread. The Animation Pointer plays an important role with the VS Seeker frame. Dependent on the pointer the overworld will be either static or moving, and when it's moving in newly added OW's the movement is a glitching image. Hope this helps:)