Thanks. I don't own Munch's Oddysee either, not to mention I have never played the game.
And yeah, I know 3DRipper DX. it's great for small things, but Munch's Oddysee is (as far as I'm aware) unemulatable. 3D Ripper DX also produces field-of-view distortions which are a huge no-no.
EDIT!:
New discoveries of the ROF header! The first four bytes represent the offset where the data begins for that file. Observe header #398 (Stormcircle.wav) from
Oddio_postinitdssr000001.rof
-
4F DC 79 00 FA B8 10 00 00 00 00 00 17 00 00 00 D9 27 00 00.
-Take the first four bytes,
4F DC 79 00.
-Reverse them, so you get
00 79 DC 4F.
-Go to offset 0x0079DC4F.
-That's where the file, (which is a WAV) begins!
The second four bytes represent the size of the file. Allow me to elaborate:
-4F DC 79 00
FA B8 10 00 00 00 00 00 17 00 00 00 D9 27 00 00.
-Take those other four bytes,
FA B8 10 00.
-Reverse them, so you get
00 10 B8 FA.
-That's it. Our sample is 0x0010B8FA bytes big.
With simple math, you can count that 0x0079DC4F (our sample's beginning offset) + 0x0010B8FA (the size of our sample) = 0x8A9549. That is where our sample ends.
So let's break it down, gentlemen: the area between 0x0079DC4F and 0x8A9549 is WAV data. It's as simple as that..!
Here's the WAV we just practically extracted from the ROF archive
