The "extra bit" is seperate from the "extra bytes". When inserting a sprite manually in Lunar Magic, you get this box:
Note the "extra bits" box. With that box, generally the original game's sprites use extra bit values 0/1, while custom sprites use 2/3. Hence, when referring to the "extra bit" in custom sprites, we mean using either 2 (clear) or 3 (set) there.
The "extra bytes" meanwhile refer to the big "extension" box at the bottom. This particular sprite uses two extra bytes, so you just type two bytes into that box (e.g. 00 00). When the ASM file refers to bits of the extra bytes, that means to start with the value as binary, and then convert it to a hexadecimal value after setting the bits as desired. Bit 0 refers to the rightmost digit, while bit 7 refers to the leftmost.
For example, in your case you want exta byte 2 bit 6 set to make the muncher act as an outline. So start with an 8-bit value and find bit 6:
^- this is bit 6
And set that to 1, so you get 01000000. If you convert this binary value to hexadecimal, you then get 40. So you should set extra byte 2 to 40. In LM, this means setting the extension field to "00 40".
You can also set up the extra bit/extension settings within Pixi's CFG editor; this will then add entries to Lunar Magic's "custom collections of sprites" tab of the sprite selection window with those values, like this:
Just open the sprite's CFG/JSON file in the CFG editor, switch to the "Custom List" tab, and add rows to that list. You can add a hover-over description for the sprite in the "Lunar Magic" tab as well. When you're done, make sure you then save the file as a JSON file rather than CFG, as only the JSON format supports those settings.
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