I can field a couple of these.
1) Will it be possible to adapt it to PC version? I can help if you like...
Yes. As a rule, the PSX is more restrictive than the PC version. But there are some animations that would require alterations, and a fair bit of bugtesting to ensure animations don't cause problems.
2) Are you introducing Gjoerulv's Hardcore patch into PSX version?
His patch involves scripted events in the field. It's difficult to implement these into PSX at present.
3) Will you apply some of the PC patches to it?
I imagine they won't, because it's not really good form to apply someone else's work without their permission.
4) I believe that some of new spells like in Lost Wings and Rebirth can be applied.
The Rebirth spells are all built from the ground-up around the PSX version, so it's technically doable. Some, such as Poison, however, rely on status effects like DualDrain+Poison, and you have to be *very* careful not to allow DualDrain to be inflicted without poison. I'm already considering finding another way to work with Poison. I'll have to think about it.
5) When playing around with Wall Market, I found that each level of limit break has 3 limits. Will it be possible here?
The 3rd limit in each case can't be used. As I recall, the game yields an 'out of MP' error, but doesn't actually check MP values. I couldn't give you any more details on what's happening behind the scenes here.
6) Will it be purely emulator or compatible with PSOne as well?
If it can run on ePSXe or PSX, it should be able to run on a grey Playstaion.
7) As we could see in Lost Wings' vids, there is a hidden sub-menu called Uso. Will it be enabled?
This can be done, but requires editing the executable, and the menu doesn't really work anyway (it's supposed to be a PHS that works anywhere). My understanding is that neither FF7rules and Lost Wings intend to change the executable, but their scopes could change.
Making it work properly hasn't even been done on the PC version, and NTFIC1 (who has researched it) is experienced in disassembling the PC version. It's not nearly as simple as you'd imagine.
Could you remove ANY of the damage cap? The original damage cap is 9999 where the one with YAMP is 32767. I mean by that no limit, so the most powerful attacks can do 1 000 000 + damage in one hit. It has to be a very strong attack, but I believe you understand what I mean.
Not really. Damage is what we call a signed 16-bit integer. Its values can only span from -32267 to +32267. Making the game work with damage as a 32-bit integer would be *far* beyond the realms of the possible. It would probably be faster to complete Q-Gears and compile for the PSOne!
The 9999 damage cap is easy to circumvent, but making damage above 9999 display is less easy. It *is* doable, though.
11) Could you include some of the Tools for modifying data in that patch?
It's not really good form to do that kind of thing. The Qhimm Wiki has links to *lots* of tools, though.