DisplayShadowSprite(#Sprite, x, y)Description
Display the #Sprite at the specified position on the current screen. The color 0 is considered transparent (this color will not be displayed). The sprite is displayed like a shadow, using a faster algorithm than DisplayAlphaSprite(), but with only one intensity. The sprite must be an 8 bit (256 colors) sprite. It must be loaded with LoadSprite() using the #PB_Sprite_Alpha option. This command is clipped, so it's perfectly legal to display the sprite outside of the screen.
This command works much faster if StartSpecialFX() is used.