@andibad wave as in standard windows wave then no- Electroplankton is the only rom I know of to use those but swav are still ADPCM or PCM audio (both of which wave files use) of some form so it is fairly trivial to convert them between standard wave and swav using various tools and it should be lossless.
http://code.google.com/p/loveemu/downloads/list and
http://gbatemp.net/t243430-swav-to-swar-converter might be of interest here. VGMtoolbox and ndssndext are of interest if simple ripping is your game.
Back on topic my apologies, I should really stop writing technical things just before I pass out for the evening.
Rephrasing
SSEQ files as you know are like midi files (certainly a tracker type format) but better than midi they can change their instruments.
For this instrument change they are hooked into a bank file and that bank file hooks into a SWAR archive (which is usually just a collection of SWAV samples).
What bank files the game might use is determined in the SDAT header which usually follows into the SWAR but if not you can find it out from the relevant BANK file. You need not take a hex editor to the SDAT if you do not want to as you can make an SMAP file* with VGMtoolbox among other things or if you prefer the crystaltile2 sdat viewer will display similar data under "list information" although it will be in hex.
*this is the file that was found in Zoids and since a few other games that sped up reverse engineering of the whole SDAT format no end. It is not part of SDAT but seemingly made when the SDAT is compiled by the developers and should be deleted when the rom is made. Either way it contains a lot of nice info on the whole SDAT file.
This can net you the SWAR archive you need but yours seem to be shared and contain hundreds of files. SSEQ files simple say which notes to play and change speeds, volumes, tempos, loop, call other tracks....... but they are annoying to parse as each command need not be the same length unlike say a graphics format that has a 1:1 relationship between hex and pixels.
SSEQ2midi can be used to parse* the SSEQ file (I know of nothing else that can do it) and you can then figure out which notes are used by the SSEQ in question that you can then use to direct your extraction tools but there is nothing that simply says this sseq uses this bank, this SWAR and these SWAV files from it.
*you need to add the "-l" (the letter L) before you tell it what SSEQ file to look at but as that only outputs to the command line you also probably want to add >>a.txt to the end of the command which puts any output to a text file named a.txt which you can then open to have a look at and figure out where you want to go next. Do not quote me on it (I have not pulled it apart at source level) but it seems SSEQ2midi just assumes every instrument will have an entire scale of it so each instrument hook will be redirected to a more conventional midi instrument (I guess then why it sounds anything from slightly different to very different when using such tools).