Usage Example:

Spawn:
    STZ $00
    STZ $01

    LDA !SpriteXLow,x
    STA $02
    LDA !SpriteXHigh,x
    STA $03

    LDA !SpriteXLow,x
    STA $04
    LDA !SpriteXHigh,x
    STA $05

    LDA #!Number+!ClusterOffset
    %SpawnClusterGeneric()
    BCC .success
RTS
.success
	LDA !PaletteOption,x
	PHA
	LDA !PaletteAssignmentOption,x
    TYX
	AND #$30
    ;Use the same Palette Assignmant Option than the spawner
    ;This is $00 for auto-assignment, $10 for Manual Assignment and $20 for
    ;No Assignment
	STA !ClusterPaletteAssignment,x
    PLA
    CLC
    ADC #$10
    AND #$F0
    ;This has the following format:
    ;   E PPP VVVV
    ;       E: If use Global Palette Effect System
    ;       PPP: Palette used 000 => Palette 8, 001 => Palette 9, ... , 111 => Palette F
    ;       VVVV: Version or Color theme
    ;In this case uses the same config of the spawner but on the next palette.
    ;PPP is only used for Manual Assignment or No Assignment.
    STA !ClusterPaletteOption,x

    LDA #$00
    STA !ClusterMiscTable1,x
    LDX !SpriteIndex
RTS

Notes:
!Number is the slot used in pixi
VVVV Is 0 always in this sprite