Those values have been found before, they either do nothing or are still being worked on, thus why they're not officially documented by Aali.
Well, I know for a fact that: The internal res function, window pos, skip_frames, max_lights work, because I've tested them myself. I've yet to see any problems with using these commands either, especially the internal resolution control, as you can actually gain better performance by increasing the internal res, if you have a decent, modern gpu. To gain enough load to enable the gpu to switch to full 3d clocks (which it wasn't at 1080p) as the game is so old, and requires hardly any horse power.
I am currently running FF7 @ 8320x6240, overkill yes, but why not, if you can.
PhenomII 955@ 4Ghz
Radeon 6950 @ 900/1400
I have also updated the fragment/vertex shader files last night, looks very nice in Final Fantasy VII, including the original smart-filterBloom code, and extra lighting functionality to add more depth to scenes, works especially well on higher resolutions with the field texture packs, so the background scenes don't look like mere 2d images with 3d models standing on top of it. Enhancing the lighting/'shadows'(darker areas) of each scene. If I include any more updates to the shader's functionality, I will update it via this post.
Update: HDRSBloomv3.zipThe high dynamic range is now complete in all files to be imported, and looks great imo, should be the last needed update.