You can: Change length Change the initial angle Fine speed change Pendulum movement Turning on/off reverses rotation or stops Resize fireball (8x8 or 16x16) Interlocking with layer 2 Shift the place of appearance with the initial routine according to the length
First and foremost, I must congratulate you, Isikoro, because this is a really nice sprite. However, you made a crucial mistake that leads to this removal log: user-friendliness and confusing settings. I know you are Japanese, so us both have a huge language barrier (me being Brazilian and not that versed in English), so please bear with me.
The main reason I am removing your sprite is the Extra Property Byte setting (the shifting routine). I mean, I can only use it well if I put two sprites at the same point, with the right Extra Byte settings. This leads to sprite slot wasting while confounding the average user. This alone is why I am removing your sprite, but I will state three more points you should pay special attention to, since they added up to this log in the first place:
1. A total lack of a comprehensible readme or similar - even the commentaries do not help, as you wrote them in Japanese. Isikoro, the amount of people that speaks Japanese is too low in SMWCentral; therefore, it is really difficult for the majority of the users to even understand your sprite does just by reading your code (huge code, indeed). Think about it: I am Brazilian, but I never submitted any ASM resource with commentaries and/or readme written solely in Portuguese. Why? SMWCentral is a community that a good portion of the users at least understand English, and I know you are one of them. I really recommend that, when submitting a sprite to SMWCentral, that you try and write comments in English (you may seek help from another user that understands English and Japanese) and please, please, for a sprite with this complexity, write a readme. Even if I did not complain about the whole removal reason stated in the previous paragraph, I almost rejected your sprite because of this point alone; also, this point leads to the next one:
2. This point is about the general complexity of your sprite: It is very good that is highly customizable, but... Extra Property + Extra Bit + 4 Extra Bytes, all of them being bit fields? This can be downright frustrating for even some fairly experienced users. Sometimes, Isikoro, we can sacrifice some sprite slots (two or three more cfgs) to make Extension customization more simple to use; you can even, in cases, scrap one Extra Byte with this simplification. I saw you tried to explain how the settings affect the sprite using GIFs; however, I did not understand what shifting did (Extra Property 1) just by looking at the last image, because you passed through the scenes so quick I almost could not identify the values you used. See? More headaches for the average user. I will reiterate what I said in point one: A readme would help immensely, since some of your GIFs simply do not help at all.
3. Routine usage: You used separate routines... by using incsrc + JSR. Unless they are really diferent from the original GetDrawInfo and SubOffScreen, for instance, you could use the routines PIXI already has, and the built-in system (%GetDrawInfo() and %SubOffScreen()). Furthermore, you could do this with LoseYoshi as well.
All of that being said, I must apologize for rejecting this, Isikoro, as I find it to be quite the piece of art when it comes to ASM; however, since SMWCentral is a resource hub for things that are at least well explained for the average user, the whole horizontal shift issue + complete lack of a comprehensible readme impedes me of accepting this. Please, if you really need to include the horizontal shifting as is, at least provide the means for the users to actually understand what it does. Should you submit this again, I'll tell you, unofficially at least: Even without the main issue I pointed, if you submit this again without a descriptive guide of sorts (sadly, your GIFs do not count), I'll be inclined to reject it again. Good luck, and I'm open to discussion via DM in Discord (just remember our language barrier - I can't speak Japanese at all).