well there's so many techniques for producing shadows...
for DB i used the N64 Zelda technique, where the shadow is basically a plain attached to the boots and cirles and resizes based on the light's position - multiple lights could be faked with more than one, and density faked with a memblock resaving the lumination of the texture
worked oki, but the zbuffer in DB certainly isn't something of any greatness unfortunately.
i mean with my hacks are BSP what i did was used a texture projection routine to project a lightmap (pre-compiled) onto the texture of the world and then map.
just a matter of 2memblocks and an array, bing bang whollop you have some nice shadows.
for a more realistic person shadow it'd take 360 frames from all around the model from the side to side (precalc again) using that alpha map, then scale it based on the camera's position using the right frame for the lights position

nicely faked - but works well
and its only like 1bit per pixel because its either black or white and let the engine determin how much is in ther based on the intensity and distance of the light.
i mean its more work than just
'set shading on [object]' but it is more satifying, will work with more graphics cards and i dunno i just like it cause i thought of it
but i mean there are many ways to cop out shadows and how detailed you want them depends on if you should
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?