Cyb,
Would it be possible to take each of the tile areas (as a whole, for instance the "Wall Market" area), put it through a fractal sharpening program, and then break it back up in to pallettized tiles? The reason I'm asking, is if it were possible, you could have the tiles "premade" for each area (hence, no computationally intensive work during the procedure), and then all that would be required would be a simple "substitution" program (that is seperate from the FF7 engine) to use the "hi-res" tiles, instead of the regular lo-res ones.
What I'm talking about would involve seperate rending code, so that when the FF7 engine called for palletes AA.p-22p, the "wrapper" program would actually grab the Hi-res AA-22 palletes, and return back to the FF7 engine for the next instruction. Same thing with models. Basically, I'm talking about substituting some of the graphical sub-routines, so that, in-fact, they are much more PC friendly and scalable like OpenGL than, the original re-compiled psuedo-PSX coding.
I know you and Halkun, and the rest of the team are no where near this area yet. But if the goal is to increase cross-platform/OS compatibilty, then the graphics coding is going to need to be over-hauled, because as-is, it's simply an un-workable mess. Obviously, Eidos simply just subistituted the bare minimum to the display coding, leaving a lot of useless and archaic codes. most of which even THEY probably don't know exactly how it works.