Sorry but you're contradicting yourself here, man. Games developed by other companies and published by Squaresoft, such as Alcahest or Breath of Fire (U) are not using any of Akao's sound engine and are not going to be directly insertible in FF6's engine.
Yeah first sentence of second quote was badly formulated. I never assumed all those games instrument data (especially pitch data) could be directly copy-pasted into FF6 and my intention was not to say so, but finding the loop and ADSR data if they exist for those game samples could have been helpful instead as an example doing trial errors on each sample. What I got wrong also is I thought all SNES games had a form of ADSR, loop and pitch data, having a similar purpose as FF6 data but in different format maybe.
Same goes with games developed by Square but not using any of Akao's engines (Secret of Evermore, Seiken Densetsu III, Bahamut Lagoon and Super Mario RPG); also games using older versions of Akao's engine such as FF4, Romancing Saga, FF5, Secret of Mana and FF Mysqic Quest will have their pitch regulated by a single byte instead of two bytes (I think); FF4 doesn't even use ADSR at all and use volume lockup tables instead so ADSR won't be compatible either.
I knew for FF4 and RS pitch data and I thought FF4 had ADSR data, only I had not found it and / or it was in a different format (that would be a bit counter-productive to reformat before ending in SPC-700 so this assumption made little sense). FF6-T actually use some FF4 samples, I saw the list some years ago and tsushiy had put a custom pitch data for each sample and a ADSR data for each sample (same for all samples iirc..)
SD3, Bahamut Lagoon and SMRPG have compatible ADSR and loop data it seems but have ADSR data as word instead of inverted word (see here
, BL and SMRPG had they "ADSR data" inverted but not yet SD3). These conclusion are just based on actual look of the data and I have not fully tested this in FF6 so I could be wrong and mislabeled everything for these 3 games because SMRPG instruments still sound a bit off in FF6 with this data (maybe only due to pitch data?). Mystic Quest
have their pitch regulated on two bytes.
A question I have; is the pitch data using a base pitch different in each game in adjustment calculation? I'm not even sure this make sense as this is where my musical knowledge stop for now, I have no idea about the pitch data format and the definition of pitch on a musical level is still unknown to me, except that I know different pitches make the sample sound off / different.
I'll need to dig deeper on the actual FF6 pitch data format to understand the effect on the pitch of a sample and understand what ADSR data actually do, I understand these are weak points of mine now and that some data provided with the samples may look inaccurate but it is the data from the game the samples are from, the "finished status" of each game will not be reached until each game have all samples labeled and correct FF6-compatible data.
None of this prevents you to re-use/import any sample from any SNES game, though, however, as the loop data is hardware standard so all SPC engines are using the same format, just like the BRR itself. As for ADSR it's a non-issue since you can make your own up very easily, so pitch is the only really problematic instrument parameter when copying from another game - it's quite easy to fix an instrument with trial and error but this requires that other instruments are already correctly pitched.
Also considering how simple it is to convert a non-BRR sample to BRR thank to my amazing utility, I don't see why you would limit yourself to BRR smaples :p
Yes that was my plant to later add more games but I wanted to try to avoid just making available "flat" BRR samples with no FF6 compatible data. I think I'll make first all samples data I got 100% compatible with FF6. There was also in what I did a purpose of documentation for Squaresoft games, even if it was just a little something. I realize now I could just extract samples and make my own FF6-compatible data and don't really need to spend time on each new game code to understand how they deal with the samples.. I saw some nice threads on NESdev.com about samples creation and modification, it's something I'll look into sooner or later, same as for making a FF6 sample bundle made with wacky WAV samples