Raw BRR sample itself doesn't have loop point. You weren't able to get loop point without '-M' option.
Anyway, I had thought that Split700 is inconvenient at some points. So I have made a new version from scratch and now you can export WAVE files with loop-point, in simpler syntax.
I hope you will enjoy it. (Moreover, I wish that there are no bugs.)
And since you asked about me as well, I keep a client idling on Freenode, ForeverChat, Esper, DarkMyst, Badniknet, and a bunch of other IRC networks. I also have an email address: chris (at) kode54.net.
Sorry I couldn't be more help, thought I'd suggest waiting around at least until a better tool surfaced, and lo, one did.
Incidentally, proper decoding is necessary for some games' samples, like the sword or impact click sound from Zelda. That uses the clip/wrap behavior, so either you get a tick and high pitched sine tone, or you get a bump and a low pitched sine tone.
The so-called clipping/wrapping behavior, in case anyone is curious here and hasn't looked at a modern decoder, like Blargg's or others'.
The samples are decoded with 16 bit precision, but that is one bit greater than the actual playback precision. The least significant bit of the actual output is zero, and the most significant bit of the actual clipped sample data is truncated from the top of the sample, so some samples may actually wrap around once per decoded sample. Some encoders actually were designed to take advantage of this, in case wrapping produced a smaller delta than not wrapping.
This effect was also used for Square's so-called noise/wind effect, rather than actually modulating against a noise channel.