Hi,
if you choose to use arrays, here is an example what you need for A*.
I used it and works fine. Usually A* data is stored in ordered linked list, but static array is faster. Not only my opinion, check this: http://www.gamasutra.com/view/feature/3096/toward_more_realistic_pathfinding.php?page=2
Moreover, this solution is very handy for error search. Everything can be represented, I used sprites, but it is slow if all the node values are displayed.

char DataArray[MAPX][MAPY]; // to store tile/node values of accessibility and move cost values

// A* open and closed lists
var astar_clist[MAPX][MAPY];
var astar_olist[MAPX][MAPY];
// values needed for distance estimation and tracking
var astar_F[MAPX][MAPY];
var astar_G[MAPX][MAPY];
var astar_H[MAPX][MAPY];
// storing previous path element of each node
char astar_parent_x[MAPX][MAPY];
char astar_parent_y[MAPX][MAPY];
// = 220000 bytes if 100x100

// the resulting path array holding x;y coordinate values of path steps
char pathX[MAXPATHLENGTH];
char pathY[MAXPATHLENGTH];
// path directions in each step
char pathDir[MAXPATHLENGTH];


Free world editor for 3D Gamestudio: MapBuilder Editor