CFGs:

DKCKritter.cfg : Auto Palette Assignment
DKCKritterMA.cfg : Manual Palette assignment
DKCKritterNA.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 Hurt it

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

    !DeadSFX = $6A
    !EnemyHit = $53

    !DeadSFXAddr = $1DF9|!addr
    !EnemyHitAddr = $1DFC|!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 Green: It just walks.
    0001 Blue: It goes forward while It does big jumps.
    0010 Gray: It goes forward while it does small jumps and then big jumps.
    0011 Brown: It does big jumps in the same spot.
    0100 Yellow: It does big jumps back and forth.
    0101 Purple: It does some small jumps and then big jumps back and forth.
    0110 Ghost: Similar to yellow but with ghost behavior.
    0111 Nightmare: Can walk or jump, also follows the player and can have Hitpoints.

Extra Byte 2:
    Format: XXXX jjjj
        XXXX: X Speed.
        jjjj: Small Jump Speed.
        
Extra byte 3:
    Format: JJJJ GGGG
        JJJJ: Big Jump Speed.
        GGGG: Ghost behavior synchronization.

Extra Byte 4:
    Format: nnnn NNNN
        nnnn: Number of small jumps before big jumps.
        NNNN: Number of big jumps before small jumps.
