Thank you very much Pinkpuff!!! As I suspected, google translate is not accurate :D
samurai goroh ColorID is not a color rather index. As Pinkpuff have translated it contain more bits - total 10bits index. That index points to palette colors that start from $CED000 + 8*index - we get 32bytes or 16colors from there to make the sprite palette.
As you are familiar with SNES palettes, you may ask why 8x, rather 16x (since a palette uses 16 entries in 4BPP)? The answer is in byte1 - so called compression flag. There is no real compression, but when is set colors in the sprite are 3 bits only (8 colors) BUT in 4BPP, we still have 4 bit-planes for the tiles, thats why plane 4 is 0 by asm:
C1/21DE: A20800 ldx #$0008 ;Bit-plane 3-4: 8 loops x2 bytes
C1/21E1: B772 lda [$72],Y
C1/21E3: 29FF00 and #$00FF
C1/21E6: 8F182100 sta $002118 ; Data for VRAM Write (Low Byte)
C1/21EA: C8 iny
C1/21EB: CA dex
C1/21EC: D0F3 bne $21E1
I havent figured out what 'Shadow' flag does.
BTW if you draw by hand, the map (FormID) is 8 bytes, containing 8 bits, because monster sprites are always 64x64 pixels or 8x8tiles. 1 mean draw the
next tile from 'Image Address', 0 transparent - no tile.