CFGs:

DKC3ReKoil.cfg : Auto Palette Assignment
DKC3ReKoilMA.cfg : Manual Palette assignment
DKC3ReKoilNA.cfg : No Palette assignment

Flags:
In the ".asm" file you can change these values that enable or disable functions:

    !BobOmbInteraction = 1
    !YoshiFireballInteraction = 1
    !YoshiStompingInteraction = 1
    !CapeStompingInteraction = 1
    !CapeInteraction = 1
    !FireballInteraction = 1
    !SpriteInteraction = 1

Constants:
In the ".asm" file you can change this:

!FireballMaxHP = $04    ;Amount of fireballs needed to kill it

SFXs:
In the ".asm" file you can change these values to changes SFXs and if use 1DF9 or 1DFC:

    !DeadSFX = $71
    !DeadSFXAddr = $1DF9|!addr
    !JumpSFX = $70
    !JumpSFXAddr = $1DF9|!addr
    !EnemyHit = $53
    !EnemyHitAddr = $1DF9|!addr

Extra Bits:
    2 = Left Initial Direction
    3 = Right Initial Direction

Extra Byte 1:
    E PPP VVVV

        E: 
            0 => Palette is not affected by Global Color Palette Effect System
            1 => Palette is affected by Global Color Palette Effect System
        PPP:
            Palette used by the sprite if uses Manual Palette assignment or No Palette Assignment
            000 => Palette 8, 001 => Palette 9, ..., 111 => Palette F

Color Themes (VVVV):
    0000 Orange: It jumps in the same spot.
    0001 Green: It jumps back and forth.
    0010 Blue: It jumps forward.
    0011 Pink: It jumps when the player jumps.
    0100 Ghost: Similar to green but with ghost behavior.
    0101 Nightmare: It jumps but It calculates the jump speed to fall over the player.

Extra Byte 2:
    Format: IIII YYYY
        IIII: Idle Time before a jump.
        YYYY: Jump Speed.
Extra Byte 3:
    Format: PPPP GGGG
        PPPP: Prepare time before a jump.
        GGGG: Ghost behavior synchronization.
Extra Byte 4:
    Format: XXXX ----
        XXXX: X Speed.

