Don't even go that far... just make it text based or output to the debugger.
My idea was to have each module to return a value to a loop with a number for the next module to run. Like this:
ActiveModule = MODULE_MAIN;
while(1)
{
 ActiveModule = LoadMod(ActiveModule);
 if ActiveModule = MODULE_QUIT
  break;
}
LoadMod would load the appropriate module that was passed to it, and return the value for the next module. You might want to pass it a pointer for a structure of data to share between the modules.
It's already done with
PartyMenu* module = new PartyMenu();
MODULEMAN->PushModule(module);
if we need to unload current module we can call
MODULEMAN->PopTopModule();
or create method that will search module we want to unload.
This is done in module itself, without returning to main loop. ModuleManager handles this things.
As the system is modular, I was thinking of a "placeholder" for the worldmap. This when when opcodes start getting filled out, we have some basic jumps to other modules.
Here's the kicker.
For ease of coding/placeholding.... Put it in 2D?
The real overworld map is made up of a 256x256 grid of 3d tiles. As we don't really have a lot of information on the FF7 map format, other than it's "some kind of Biniary Search Tree" <--- (My quote) It might be helpful to make a placeholder map that's 2d for now.
However, I need a good square picture of the world map so we can see of the tiles align correctly.
Good idea? Bad
Should I just go back to messing with the fieldscript? ^_^
I can add this a bit lates. Placeholders are easy to be done =)
By the way - someone may already start to make all menu. I created example that shows how party menu can be done. It doesn't has all features, but they can be easily added. You can make an announce =)