CFGs:

MSBazookaRebelSoldier.cfg : Auto Palette Assignment
MSBazookaRebelSoldierMA.cfg : Manual Palette assignment
MSBazookaRebelSoldierNA.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
!ShootAnimationTime = $08   ;Amount of time used in each pose of Shooting Animation
!ExplosionNumber = $06      ;Metal Slug Explosion Index in pixi
!ProjectileNumber = $02     ;Metal Slug Bazooka Projectile Index in pixi

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

    !HitSFX = $02
    !HitSFXAddr = $1DF9|!addr
    !ShootSFX = $6B
    !ShootSFXAddr = $1DF9|!addr

    !Dead2SFX = $7E
    !Dead2SFXAddr = $1DF9|!addr
    !Dead3SFX = $7F
    !Dead3SFXAddr = $1DF9|!addr
    !Dead5SFX = $81
    !Dead5SFXAddr = $1DF9|!addr
    !Dead7SFX = $83
    !Dead7SFXAddr = $1DF9|!addr

    !Dead1SFX = $7D
    !Dead1SFXAddr = $1DF9|!addr
    !Dead4SFX = $80
    !Dead4SFXAddr = $1DF9|!addr
    !Dead6SFX = $82
    !Dead6SFXAddr = $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 = Green => Throw Bazooka Projectiles, only one per time
    0001 = Red => Throw Bazooka Projectiles, continuously
    0010 = (Not Implemented) Yellow => Throw Bullet Bill, only one per time
    0011 = (Not Implemented) Purple => Throw Bullet Bill, continuously

    0100 = (Not Implemented) Green => Parachute Throw Bazooka Projectiles, only one per time
    0101 = (Not Implemented) Red => Parachute Throw Bazooka Projectiles, continuously
    0110 = (Not Implemented) Yellow => Parachute Throw Bullet Bill, only one per time
    0111 = (Not Implemented) Purple => Parachute Throw Bullet Bill, continuously

    1000 = Green => Step over Vehicule Throw Bazooka Projectiles, only one per time
    1001 = Red => Step over Vehicule Throw Bazooka Projectiles, continuously
    1010 = (Not Implemented) Yellow => Step over Vehicule Throw Bullet Bill, only one per time
    1011 = (Not Implemented) Purple => Step over Vehicule Throw Bullet Bill, continuously

    1100 = (Not Implemented) Green => In Vehicule Throw Bazooka Projectiles, only one per time
    1101 = (Not Implemented) Red => In Vehicule Throw Bazooka Projectiles, continuously
    1110 = (Not Implemented) Yellow => In Vehicule Throw Bullet Bill, only one per time
    1111 = (Not Implemented) Purple => In Vehicule Throw Bullet Bill, continuously

Extra Byte 2:
    Format: TTTT XXXX
        TTTT: Idle time
        XXXX: X Speed

Extra Byte 3:
    Format: DDDD SSSS
        DDDD: Shoot Delay
        SSSS: Projectile Speed

Extra Byte 4:
    Format: DDDD JJJJ
        DDDD: Max Distance to shoot
        JJJJ: Jump Speed

Notes:
    Uses 2 extra palettes 1 for projectile and other for explosion
