Relevant Variable Memory offsets:
	+$7C78: Counts how many chunks have been stored to +$7C7C, and thus where to store the next one
	+$7C7C: Where map data from 0x03's are stored...chest event tiles?
	+$7E18: Where other map data is stored in 8-byte chunks

0x007050: Pointer table for all 212 maps; points to events to execute on map load, eg:
	-Hide certain sprites (eg fiends)
	-Turn off collision for certain sprites (eg warp sigils)
	-And much more, probably!

0x1E4F40: Map feature pointer table for all maps data; eg:
	-Spiked/event tiles
	-Interactible tiles (Chests, Mystic Key Doors, teleport tiles etc)
	-NPCs/sprites

0x1E8108:
Map features for Northwest castle, including spiked tile data
	Data is terminated by a 0xFFFF halfword
-Exit border, Mystic Key doors, spiked tiles, chests...
	-Also some dummy tiles that block bat movement - handy!
-Each map may have up to 64 events, between chest data, NPCs, spiked tiles...

0x1E9E90:
Map features data for the Hellfire Chasm map "Trespassers"; this one features the random encounter tiles!
-But, these tiles aren't included in the map features data - it's intrinsic to the tile IDs
-Indeed, the map features only include the map bounds, the staircase, and the NPCs

-Note that the order of each individual feature, at least within its type, is important!
  Map events may operate off of the index of a particular feature

Data Types:
	0x00: Map boundaries; when you step onto a bound, you will exit to the overworld
	10 bytes
		$02: X-Coord 1 (left)
		$04: Y-Coord 1 (top)
		$06: X-Coord 2 (right)
		$08: Y-Coord 2 (bottom)
			If the first coord in a set is higher than the second, there are no exit squares
			and will loop (eg Sea Shrine 5F)
	0x01: Same as 0x04, except r2 = 0x8 instead of 0x2 when branching to $05B1F0 instead
		-Used for tiles instead of sprites; trigger their effects when walked over
		-8 bytes long
		$02: Mode
			0x00: Nothing (Blocks NPC movement)
			0x01--0x0F9D: Trigger exit of this number minus 1 
			(indexes to an exit in the map's exits struct)
			0xF9E: Soul of Chaos dungeon staircase?
			0xF9F: ?
			0x0FA0--0x0FAE: Trigger event (special)
			0x0FAF--0x1193: (BUGGED)
			0x1194--0x1387: spiked square, of encounter of EncID (ID - 0x1194)
			0x1388--0x1F3F: Trigger event 1
			0x1F40--0x2327: Trigger event 2
			0x2328 on: Trigger event 3 (Soul of Chaos)?
		$04: X-coord
		$06: Y-coord
	0x02: NPCs
		16 bytes each
		$02: Dialogue/Event Index
		$04: X-Coord
		$06: Y-Coord
		$08: Sprite ID
		$0A: Movement Speed
			0x00: No Movement
			0x01: Slow
			0x02: Normal
			and so forth
		$0C: Starting orientation/facing/animation frame
			For most sprites, this is the format:
			0x00: Down
			0x01: Up
			0x02: Right
			0x03: Left
			...other anims take larger numbers
		$0E: Interior-exterior; controls whether this sprite appears in rooms or out of them:
			0x00: Exterior
			0x01: Interior
	0x03: Chest event data
		Store data from ROM to VarMem+$7C7C + ((Mem counter at +$7C78) * 8)
		Increment Mem counter at +$7C78
		Storing data to BG layer?
		8 bytes each
		$02: Chest ID; Used to determine whether it's been opened before, what graphic to display, what to give...
		$04: Chest X-coord
		$06: Chest Y-coord
		
	0x04: Interactible sprites - will block movement
	Used to place interactable objects
		8 bytes
		$02-03: Mode/Event ID
			-0x0FAA: Bottled Fairy shop?
			-0x13AA: Rat Tail chest event
			-0x13B4: 
			-0x1F4A: Mystic Key door
			-0x23F5: Earthgift Shrine Statue
			-0x23F6: Hellfire Chasm Statue
			-0x23F7: Lifespring Grotto Statue
			-0x23F8: Whisperwind Cove Statue
		$04: X-coordinate
		$06: Y-coordinate
	0x05: Shops
		8 bytes
		$02: Shop index
		$04: X Coord
		$06: Y coord
	

	0xFFFF: End of Data Marker - stop reading for map features here

0x218D28:
Byte 0x58, indicating Northwest Castle
	-Used when entering NW castle from the Overworld

0x21A4FC:
Some misc data to do with the Northwest castle