We are aiming to fit the new tiles in the original space? That is, not have the new graphics exceed the size of the old packets? If there are 3 packets, we would need to split the new tileset into 3 pieces then, but what would be a good way to do that... count the tiles exactly and divide by 3? Even then we may have to sacrifice a tile or two.
0x362220 ~ 0x3624BF "Pointers to Location Tiles (224 addresses, first at 0x252000)"
We would only need to worry about these if our new packets were bigger than the old, and needed slight repointing, I imagine we will try to avoid this if possible for now.
Eventually, we will need to use that breakpoint and make a master list of offsets for every tileset in the game (well, it would make things easier in the long run).