Well I had gotten to this:
V0 U0, PALETTE, V1 U1, V2 U2
Palette is actually information about which CLUT to use for the texture (yes it's time to groan because this is where the PSX system gets high efficiency but makes reading this data a pain).
0x7800 CLUT one
0x7840 CLUT two
In TIFA.LZS
I've seen as many as 3 CLUTS in FF7's data.
I looked at all of them too. That being said.
Only a few of the TIM's support 8bpp these are in ENEMY6 and are the hirez Sephiros and Cloud models. I believe other information is in amongst the UV data, namely if the texture is transparent or not. In a few cases the texture is not (actually quite a few) Right now I'm going to assume the alpha channel on pixel of black pixels is 1.
The only way I can think of generating the textures is when I count 'parts' I can use this to find which sections of the TIM are which CLUT then create the texture acordingly in OGL.
Of course counting the parts in done first.
I believe the other sections are all the animation data etc. So I will be inspecting those after I finish making the model pieces look pretty
Cyb