Oh, I see, thanks, I was stupid...
BTW, Do you have the subaction starting points list? (I read this post
http://smashboards.com/posts/18528705/ but I don't know about individual subaction)
AND, I discovered a new format which is 94000000 ........
Unfortunately, I don't know length of this format, but,
Character disappears when he use this!!
Good find, Itaru!
A couple notes on this (From my own experience playing around with it)
94 00 00 00 makes the character visible
94 00 00 01 makes the character INvisible
Invisibility only lasts until the animation ends(Although there's a janky workaround for that so you COULD have timed/indefinite invisibility)
Also, I connected the dots on another puzzling bit of data I see frequently in subactions.
A0~AC XX YY ZZ, (AC XX YY ZZ is Marked as generate article? in crazy hand)
These appear to be in-subaction texture change scripts.
Some of this is speculative, as results haven't been entirely consistent and I haven't messed around with it much.
XX is the texture placement to be changed
I'm not entirely sure what YY is to be honest. It seems to vary.
ZZ is the new "ID" for the texture.
An example script, because I'm bad at explaining things:
A0 03 00 02(For Popo, this makes his right eye shut)
04 00 00 0A(A 10-frame timer)
A0 03 00 00(This will make Popo's right eye open again)
Much like invisibility, changes made using this script seem to disappear once the animation is done playing.
Interesting. Because item data is not loaded into the RAM unless the match has items enabled. So it can selectively pull any item's info that it wants. Hmm...
It's a little bit... Jankier than that.
I did have items disabled for the match in Bird Crew. It seems that you can summon any pokemon without items on and it's fine.
However, trying to shoot an octarock(Don't ask) or a flipper/other item that is available in the Item Select screen with items off results in Falco shooting a puff of smoke, which I'd assume is the item being spawned and then despawned because it isn't supposed to be there. But if you put in a value for something that technically IS an item, but not on the item switch(Like Chansey's healing egg) it works just fine.
In addition, It looks like the ID for blaster shots is the offset for what data should be assigned to the projectile, not the whole projectile itself. For instance, I set Falco's blaster shot to be crazy hand's bomb. In-game, Falco shot a laser that behaved as crazy hand's bomb did. You can even pick some of them up and they'll behave (sort of) like an item. Generally the game crashes if you do that, though. My guess is that the game crashes because it's looking for certain bits of data concerning what items should do from the laser shot, but those bits of data are either wrong or not there because it's not really an item.
One last note on laser-items:
Successfully spawned items(Such as healing egg) have a lifetime that is the same as the Laser's duration(100 frames by default). EDIT: I forgot that chansey's healing eggs don't stick around very long. It might be a coincidence.