Tip: After editing your overworld, make sure to use an EMPTY save file, as save files with progress may load Mario's position based on previous versions of the overworld. Note that altered level flags will also only take effect on new save files.
This patch will make it so that after the THANK YOU message displays at the ending cutscene it will warp you to sublevel instead of cutting to the enemy cast list. This way you can use the cutscene editor patch to create your own custom enemy lists and still use the original Yoshi House scene. This patch is essentially the same as my BowserWarp patch in that it will teleport the player depending on if it is Mario or Luigi playing. Still not great at ASM so I am not sure how to combine the two patches but they can be used together if you want.
Rejected because the game always reloads at Yoshi's House instead of the desired level. If this feature needs to be enabled first, you should have written a readme on what to do to use it properly.
Another thing to keep in mind is that if you go back to the overworld, the game seems to load the background from 104 but with the graphics of the overworld, leaving layer 2 on the overworld permanently glitched for the session and message boxes also return to the overworld like the intro. Those aren't rejection reasons per se but it really would be nice to warn the user about the consequences, not to mention a potential fix still would be nice.
In addition, you could have improved the code a bit. For example, you store the destination to $00. This isn't bad. What is an issue, though, is that you also preserve and restore it which makes either option redundant. You also didn't set the FastROM mirror on ROMs without SA-1 which isn't a rejection reason but it still is better to use FastROM when it's enabled. In addition, secondary exits range from 0x000 to 0x1FFF unlike sublevels where you can have only 512 unique levels. Use functions if the calculation gets too complicated (see readme).