Sorry for not posting updates here x.x that was my bad. But, for 3 of the 4 weeks I stopped postin stuff here, it was dormant anyways -- but what I made in the last week is significant.
Tiles -- I had planned to do 256 before, but since it really only adds 1 bit to each map screen to have two sets of 256 (one indoors, one outdoors) I might as well do that.
I have 224 done so far, but I know what I need to make -- 256 was too tightly pressed unfortunately x.x here are some more recent mockups for the tiles (PS this only shows about 100 of the tiles):
https://img.ourl.ca/rfg/screenie4.bmp Edit by Tanner: Eww, bitmap! ;)
Map -- The map started out as being a wimpy 9x9 (81 screens), and then went to 12x12 (144 screens) but I've finalized it to be 18x18 (324 screens) -- this means it will be 80 screens larger than Link's Awakening's Map for the original gameboy -- but in a way there's a trade off because the screens themselves are only 12x7. Here is a version of the latest map:
Programming -- confirmed as z80 assembly -- too bad I have to throw out 80% of the code I had so far, though x.x though I'll still use a variant of the original title.

I'm making it in assembly because it doesn't have the limits that Axe has -- and I'll need at least 2 application pages for code alone.
Data management -- at first I said that I would need 7 additional pages for Data for the overworld alone -- but since I reduced the size of each screen to around 110 bytes, I can fit it in 2 pages

then I can reserve 3 more for dungeon data (I plan on them being even more complex and long than zelda dungeons) and another page for other things.
So, very large, but I cut some corners, but the size will swell up again now that I have room for better dungeons.