@Armorvil - I'm sorry, but I can't reproduce your error. On my machine, the materia tab and raw editing is working fine. I didn't try blanking out a file, but make sure the address offsets in the header of that file are correct. Logically, looking at the way the FF7Names function is set up, it wouldn't give that error unless there was a offset header that was larger than the length of the file. I warn users in the readme to keep a backup. I hope you did (Psst, send me your corrupted kernel so I can look at it).
@LKM - about the Materia AP limit. I'm not sure what would happen in the game, but imagine if a person wanted materia that was just 1 AP away from mastering so they could slap it on a weapon and get a new one. Maybe that's splitting hairs so I don't know. I'm not really sure how it changes in game. The game stores mastered materia as having 16777215 AP. I'm afraid if you set the KoR materia at 500,001 AP it may have missed the "AP mastered" check and keep gaining AP. This probably wouldn't be a major problem, except it might never master. This would make Barret's overflow bug easier to hit....maybe. I think you're right though. I mean, I don't want someone to open WallMarket just to realize there are restrictions. How lame is that?
So every materia will be between 0-16777215 inclusive and every item count will be between 0-127 inclusive. It's not my problem if games are crashing when people set them wrong.
Also about the elementals. No. That's not possible with the armors or accessories They have one byte that tells them how to handle the whole of the elemental properties. And yes, absorbing restore will hurt leaving the way for the "Zombie" status Jonnylossus mentioned. Too bad you can't make a character berserk based on the armor.