I'll use Frog on my current playthrough and list ribbit sounds in my bug thread.
I originally intended to just hand-code the frames, but that'd be awesome if you could make an advanced version of what Chickenlump created way back when.
We'll need to know the following, and I believe it's sufficiently documented (though it would be much better organized had I gotten around to a full sprite insertion tutorial):
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What this all looks like in Tile Molester. The amount of space used for the frames really depends on how efficient we want/need to be. Less efficient use of space makes for much easier visualization and frame coding, but more efficient use of space allows us to plunk Glenn's sprite frames into a tighter space within the ROM.
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Size 0 Sprite Assembly Format*
Just for kicks, Size 1 Sprite Assembly Format. Hardly necessary at the moment, but just to show you how the program would have to adapt if you wanted to include this feature.
*Palette info. Sprite palettes are wicked, but it's only one palette in question, so it's not absolutely necessary to implement this feature right now. I could work just fine with a non-paletted Glenn, probably. However, I could describe the palette format in whatever depth you need should you want to include it in a fully-featured sprite assembly program. Chickenlump's handled palettes correctly IIRC, but I'm not sure if his source code is hanging around anywhere.
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Sprite Animation Format. Looks like '99's sheet is fully compatible with Frog's current animation data, so this is probably a non-issue for everything except Slurp Cut and Slurp Kiss, because Glenn will not possess the appropriate frames.