I can't give you the kind of thanks more deserving for your reputation. If I would've known the stupid files were compressed, I would've had this taken care of a while ago. As far as finding the limits, I've found em on the game, I assume after I decompress the .x files, I can disassemble them and search for the instructions I'm looking for, then patch em, recompress, and reinsert with CDMAGE?
800ac03c ORI v1, zr, 0x270f * HP Damage cap
800ac040 ORI a1, zr, 0x03e7 * MP Damage cap
8001b314 ORI v0, zr, 0x270f * HP Menu cap
8001b32c ORI v0, zr, 0x03e7 * MP Menu cap
This is fun stuff for me, and quite addicting I must add. Thanks again Gemini.
Update : Yup, you were right (obviously). I found the codes (some of them anyways) I listed above earlier in batini.X.
I also tried gzip... we use gzip itself for this task right? But when I use gzip to recompress and depending on which version I use, the file turns out 7-10 bytes larger than the original (batini.x) and that's after I reinsert the 8 byte header. This is a problem. Is the compression algorithm to blame? I think it would change from version to version. I really would rather not mess with the LBA tables to get this working. I used the gzip that came with FF7dec.exe also in case anyone was going to end up suggesting that to me. Help would be greatly appreciated. As soon as I can get this patch recompressed the Battle damage part of it will be complete and I will upload this patch for everyone that uses PAL SCES-00867. I just need to know what to use to recompress this stuff.
UPDATE : HA forget it... problem solved! I guess most compression utilities by default add in the filename and a time stamp when compressing and stuff like that. Anyways the patch works great, the game runs with it fine and I want to release it now, but the digits do not display properly... ugh.