We need one for the SNES too, because when I was working on Gunstar Heroes, I spent a lot of time manually compressing sprites down, so I was able to run a lot of animated characters at once.
If the tool stores metasprite data into the ROM itself, that would be even better, because it will allow for DKC quality animation in a homebrew. There's always the question on how the data will be stored, and having to code the game for compatibility, but it will be a lot better than doing it all by hand. Just as long as it has the basic oam attributes, the ability to select between normal or dynamic (DMA) animated sprites, ROM address, and size of dynamic slot, it is worth programming around somebody else's format.
Edited: 11/18/2013
at 07:31 PM
by Aaendi