Took a good 30 minutes to put this together. It's the Dragon Tail Bar, attached. Putting those 128x16 tiles together is a little quirky, so I'll type out the rules for future reference. I've left the transparent areas white, but I've attached another "proper" version.
1. VRAM Viewer naturally lists about 4 columns of tiles. The map itself starts with the first tile and goes right as it looks at tiles down the column. Under OPTIMAL conditions, you could take the very first tile (upper left), place it, take the second (directly below the first, still on the leftmost column), place it to the right. Do this until you know you've reached the rightmost part of the map and start a new row. (For instance, the Dragon Tail Bar is five tiles wide; under optimal conditions, I'd just go down the columns placing five tiles per row).
2. Black space is the first quirk. At the top of inside maps is mostly black, and Cross skips texturing this. For the Dragon Tail Bar example, the top was almost totally transparent. However, above those chandeliers, there was some tiny, tiny light, meaning Cross went ahead and gave that uppermost row two tiles (as you can see in the image). You have to feel it out. So, for most inside maps, you usually can't just start plugging away left to right.
3. Doors and other openings also have transparent space. Instead of having a black texture, Cross just skips this (you can see the white space in the doorway). What you have to do in this case is break the tile in half, because once you hit the transparent space line, the graphics AFTER the space follow and won't line up with the rest of the map. So you have to copy and paste the portion after that transparent line to the right and line it up manually.
4. But this has a catch: at the end of the row, your final tile might have data intended for the left side of the map on it. Check out the bottom right portion of the Dragon Tail Bar: see those squares? They don't line up like the window because data for the left side of the map followed them, so I had to chop up the tiles and paste that stuff on the left side of the map where it belonged before continuing the new row they created with new, full tiles.
5. There may be other surprises. Play it conservatively, and zoom in as much as you can if needed to try and link up those hard to see light effects.
Now I just have to figure out what this other stuff is in the viewer.
Edit: I got it now. Looks like some of Termina's data is in there to the right...I'll post what I see in a minute so we can try and figure out what the viewer gives us in total.
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