It was translated to something that the hardware understands. If you don't mind, in what other situations would such a translation be necessary when hacking this game? I guess any pointers that we input manually but what else?
Basically everything, since the pointers are all over the place. Imagine you have lots of (different) data, so you obviously need to know when to "go" to specific "data blocks". For instance the hurting pits are just 114 bytes, out of 1MB (million bytes). So that needs one pointer.
Each data for any of the 295 rooms needs one pointer (1 for each room). Ironically all such pointers again need a primary pointer. So the authors decided to tell the "machine" to first go to the area for all the room pointers and then "jump" to each individual room (data only). Similar for header, items, sprites data etc etc.
Same for overworld areas etc etc. This is basically mandatory to know/learn, specially if you write ASM, where you also need to know where to jump to your new code. Usually all addresses in ASM are Snes addresses (only this time you actually write them out, they go to little endian after the assembly with xkas).
To save space, the pointers are sometimes 2byte only, since they are all in the same 8000 bank (and the 3rd value of the 3byte pointer would be identical, so it is loaded only once). Sometimes the 2byte pointer refers to the ofset from 1 address (to save space again).