0x2024fb8 - Cursor X, Y (Can be found by searching for 32 bit string of XYXY)
0x202b5b4 - Terrain selection ID?
0x202ebb0 - Terrain Map Data Start (WRAM pointers; point to 8 bit terrain style IDs)
0x2032e90 - Visual Map Data Start (WRAM pointers followed by 16 bit tile IDs)

"In FE7, the map data for the prologue is at 36AF00, at least, according to Iggy's FE7 notes."

Pointer table for map data begins at 0x00C9C9C8

Data is reference by byte indices that are left shifted by 2
(so each entry is a signle object pointer - the array is not of leaf class references but of a
series of cosmic super class references; hard to decode:
the table points to map data arrays and tile graphic information, as well as other things)

Map pointers point to compressed MAR arrays

(11:57:29 AM) Hector of Chad: what all does your MAR array inserter do?
(11:57:39 AM) Hector of Chad: just compress the input and put it in expanded space, then repoint?
(11:58:00 AM) Nintenlord: And divide short ints with 8.
(11:58:10 AM) Hector of Chad: Hm?
(11:58:35 AM) Hector of Chad: what's that about
(11:58:36 AM) Nintenlord: It divides with 8 before compressing
(11:58:47 AM) Hector of Chad: what, the given size?
(11:58:48 AM) Hector of Chad: huh
(11:59:00 AM) Hector of Chad: or is that part of the formatting
(11:59:06 AM) Nintenlord: Formatting.
(11:59:09 AM) Hector of Chad: to convert from the MAR data to FE data
(11:59:14 AM) Nintenlord: Yes.
(11:59:30 AM) Hector of Chad: the MAR array values are the expected values times 8, then?
(11:59:35 AM) Nintenlord: Yes.
(11:59:39 AM) Hector of Chad: good to know

Tile data has yet to be decoded(?)
