Other notes: 'H' caches contain file headers, 'B' caches contain the corresponding binary files (except for sounds, and maybe textures), and 'F' caches contain full sound files and textures. Also note that file extensions typically don't mean anything in these cache files. Those extensions are from before the files were cooked and compiled, so .fbx files are not in Autodesk FBX format, .wav files don't have WAVE headers, and .png files are not PNGs.
So I ended up using the extractor, however I do not quite understand how to make them fully usable files. I can make guesswork at what should be fbx/wav files, however it seems that when I extract an archive, it's only a partial file. As you stated, H is the header files, and 'F' is the full file, however in opening the files from the 'F' cache I'm not seeing any distinguishable headers that are similar across files. Do I need to combine the header and full files in some way? If so, how?
I'm mostly just interested in working with the textures/models/animations, so the fbx files are all I'm really interested in. I assume that when the main program unpacked the archive files it would have to have some sort of key to distinguish what files are what, if they are not defined beforehand? Could that key be usable in some form?
The only other (simple) issue is that I don't know the versioning behind caches (and if my version is indeed version 20).
Lastly, thanks for the current work you've already put into the extractor. Hopefully I can get all my questions out of the way, and happy holidays!