CFGs:

DKCFlyingNecky.cfg : Auto Palette Assignment
DKCFlyingNeckyMA.cfg : Manual Palette assignment
DKCFlyingNeckyNA.cfg : No Palette assignment

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

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

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

!WingFlapSFX = $65
!DeadSFX = $66
!EnemyHit = $53

!WingFlapSFXAddr = $1DF9|!addr
!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

        VVVV: Color Theme

I Recommend you use this website to preview how to set up the following Extra Bytes

https://www.geogebra.org/m/cAsHbXEU

Extra Byte 2:
    Format: XXXX YYYY.
        XXXX: Movement type in the X axis.
        YYYY: Movement type in the Y axis.
            0000: No Movement
            0001: Constant Movement
            0010: Follow Player Movement
            0011: i + R*Sin(P + A*a)
            0100: i + R*Cos(P + A*a)
            0101 = i + R*Sin(P + A*π*Sin(a))
            0110 = i + R*Sin(P + A*π*Cos(a))
            0111 = i + R*Cos(P + A*π*Sin(a))
            1000 = i + R*Cos(P + A*π*Cos(a))
                i: Initial value. Change if Speed is not zero.
                R: Radius, It can be used to do the movement longer.
                P: Phase. It can be used as an initial Angle.
                A: Amplitude. It multiplies the angle to do interesting movements.
                a: Angle.
            1001 = LineGuided.
            1010 = LineGuided + 0011.
            1011 = LineGuided + 0100.
            1100 = LineGuided + 0101.
            1101 = LineGuided + 0110.
            1110 = LineGuided + 0111.
            1111 = LineGuided + 1000.
Some interesting examples are:
    0011 0100 = 34 => It can be used to create circles or ellipses.
    0000 0100 = 04 => It can be used to create wave motion.
    0100 0000 = 40 => It can be used to create wave motion in the X axis.
    0101 0111 = 57 => It can be used to create arcs of circles or arcs of ellipses.
There are a ton of different options, just use your imagination and test your
movements in the website that I shared before.

Extra Byte 3:
X Speed used for all movements except 0000. If movement type is 2 or more and
acceleration is not 0 then It is the Max Speed. This value affects the value of the “i” in the
movement type formula.
    Format: XXXX YYYY
        XXXX: X Speed or Max X Speed.
        YYYY: Y Speed or Max Y Speed.

Extra Byte 4:
Acceleration used for movements types 2 or more.
    Format: XXXX YYYY
        XXXX: X Acceleration.
        YYYY: Y Acceleration.

Extra Byte 5:
Phase used for movements types 3 or more. In the movement type formulas it is the “P”. It is
an angle, for each unit is 2°, for example 1 => 2°, 2 => 4°, etc. Some important values:
    00: 0°
    2D: 90°
    5A: 180°
    87:270°

Extra Byte 6:
Angular speed for movements types 3 or more. It is used to determine how fast or slow the
angle changes. I recommend using it between 01-10.

Extra Byte 7:
Amplitude for movements types 3 or more. In the movement type formulas it is the “A”.
    Format: XXXX YYYY
        XXXX: Amplitude in the X axis.
        YYYY: Amplitude in the Y axis.

Extra Byte 8:
Ratio for movements types 3 or more. In the movement type formulas it is the “R”.
    Format: XXXX YYYY
        XXXX: Radius in the X axis.
        YYYY: Radius in the Y axis.

Extra Byte 9:
Ratio Increase for movements types 3 or more. It can be used to do spirals, basically the
ratio grows until reaching the maximum ratio and then decreases until reaching the initial
ratio. This value is used to determine how fast or slow the ratio increases.
    Format: XXXX YYYY
        XXXX: Radius Increase in the X axis.
        YYYY: Radius Increase in the Y axis.

Extra Byte 10:
Maximum Ratio for movements types 3 or more. If this value is less than the initial ratio, then
the initial ratio will be equal to this value.
    Format: XXXX YYYY
        XXXX: Maximum Radius in the X axis.
        YYYY: Maximum Radius in the Y axis.

Examples of Extra Bytes:

Ex.B 2   | Ex.B 7                   | Ex.B 8    | Ex.B 9 | Ex.B 10 | Result
-------------------------------------------------------------------------------------------------------------
34 or 43 |   11                     |   RR      |    00  |   RR    | Circle
34 or 43 |   11                     |  rr < RR  |    11  |   RR    | Spiral
57 or 75 |   Any                    |   RR      |    00  |   RR    | Circle Arc if Ex.B 7 = 88 is a U
57 or 75 |   Any                    |  rr < RR  |    11  |   RR    | Growing Circle Arc if Ex.B 7 = 88 is a U
56 or 65 |   FF                     |   RR      |    00  |   RR    | Clover
33 or 44 |   11                     |   RR      |    00  |   RR    | Diagonal
30 or 40 |   11                     |   RR      |    00  |   RR    | Horizontal Wave
03 or 04 |   11                     |   RR      |    00  |   RR    | Vertical Wave
34 or 43 |   12                     |   RR      |    00  |   RR    | V
33 or 44 |   12                     |   RR      |    00  |   RR    | Infinity
33 or 44 |   1X or X1 with X even   |   RR      |    00  |    RR   | Zig-Zag