To answer RPGillespie's questions: I'm displaying the 3D battle stages, similar to the OpenGL/GLUT program I posted some time ago.
-- Offtopic, if you want to continue this thread do it in the offtopic forum --
About the other question: You don't want to talk about modded cubes on this board, as the main reason for that is to run "backups". I personally don't have a modded cube.
To run homebrew applications you can do some tricks with memory cards, an SD-card and the action replay, or with Phantasy Star Online and the Broad Band Adaptor. While not really illegal they are better discussed elsewhere. You'll probably find a tutorial somewhere.
-- Update, more rendering than FF7 related... ---
I found it quite cool that I can convert the complete background into a single display list, completely with texture changes and different draw commands (triangle strips and triangle lists). All I do at runtime is send a single "call displaylist" command to the GPU.
The backgrounds are simpler then some characters in modern games so I don't really need to do any complicated clipping. But I could probably keep the parts from the original file and calculate an OBB for each one, then do a frustum test before calling the list for a mesh.
At the moment I just build one single list of all triangles, sort them by texture and put them into NVidia's triangle stripper.
Another thing to look at is how to subdivide quads to reduce texture distortions when splitting them into triangles. I just have to get my head around the math for that first...