Does anybody know anything about how to spawn projectiles? Would it be possible to do something like make Link fire an arrow with his forward smash? Or make Mario fire two fireballs at the same time?
I've been trying to understand how they work for quite some time now. It appears to be varied; No projectile is spawned exactly the same. Often the bare minimum a subaction will contain is some event(60 00 00 00 is by far the most common, but 4F 00 00 01 is used in Mewtwo's forward throw) that tells the subaction
when to spawn the projectile, but not
what projectile to spawn. My theory is that whether or not a subaction should spawn a projectile is defined somewhere in Start.dol(Similarly to how subaction interrupts are defined).
AC XX YY ZZ is another common event found in projectile spawning subactions, both before and after the projectile is spawned, but I haven't noticed much(if any) change in the projectile if I edit or flat out remove that event.
In the past, my efforts to graft projectile spawning code from one subaction to another that normally does not spawn projectiles hasn't been met with success. I'm going to try out a couple things now, though. I'll edit this post with the results.
EDIT: Yup, no luck with grafting Mewtwo's shadowball code onto his nair. Tried calling subroutines to the charge/throw subactions, and tried just grafting the relevant data from them onto his nair. No shadow balls.
Also, where might one find the texture files for projectiles
I think they're lumped somewhere in Pl*Ef.dat; Melee Toolkit can't find where they are if you open up those files with it, but it seems like the most likely place. I'll dig around some and see if I can't shed more light on it.
EDIT2: Can't believe I forgot to mention, yes you can make Mario shoot mutiple fireballs pretty easily. His spawn script is just 60 00 00 00, so call that each time you want the projectile spawned.I played around with that a while back, actually.
Important note: DON'T have self-damage scripts in projectile spawning subactions. It crashes the game unless it's Pichu doing the spawning. That fact paired with the fact that events such as 0x50(Change direction?) and 0x4C/D/E/F as well as many others behave differently in projectile spawning subactions than they do in "normal" subactions makes me consider the possibility that this is all defined in Start.dol more seriously.