Yes, it's buried deep in the details but it's basically just every byte read being written in a linear stream to an output file.
I don't know which stage of grief this is, but since I wrote this blog post I've now ported my IDA debugger scripts to a dedicated QEMU plugin which logs all I/O operations and some other metadata. I tried using this technique to statically rewrite files by basically following DataLoad (with unique identifier) -> Seek -> Read patterns.
There's some annoying nuance to deal with (like seeking backwards implying that data was read, tested, then discarded) but I got this working. Unfortunately some object types encode absolute offsets in them that need to be touched up, so a couple of object types fail to load correctly in external tooling and the PC build of the game.
Now I'm just using this data to completely reimplement the game engine's loading logic from scratch using a custom IO stream which checks the incoming IO operation (seek/read) against what I logged from the game engine to ensure a 1:1 match with how the game loads data.