FlipTurnMoveStepRenga00_v
=========================
  Textures:
    - Glow00
    - Metal00
        Scale: 3, 3
    - SunEnv00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - 230, 180, 80, 190
    - 135, 105, 15, 262

  Steps:
    1: RGB = (lerp from (230, 180, 80) to (135, 105, 15) using (tex #1 RGB)), then add (vertex RGB), subtract 127
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB), subtract 127
         A = (vertex A)



FlipTurnMoveStepmetal_00_v
==========================
  Textures:
    - Grain02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 255, 255, 50

  Material Colors:
    - 204, 204, 204, 255
    - 204, 204, 204, 255

  Color Registers:
    - 141, 93, 30, 93
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((141, 93, 30) * (vertex RGB))
         A = (lerp from 50 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = (vertex A)



FlipTurnMoveStepmetal_01_v
==========================
  Textures:
    - MetalPunch02
        Rotation: 0.499984740745262

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 80

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 65, 65, 65, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((65, 65, 65) * (vertex RGB))
         A = (lerp from 80 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))
