WanwanRollingBody
=================
  Textures:
    - Body02
    - yokuwakaran
        Scale: 3, 3
    - IP2V_dango_env1

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

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

  Color Registers:
    - 255, 255, 255, -134
    - 0, 0, 0, 106
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 106 using (vertex A)), then add -134, multiply by 2
    2: RGB = (-134, -134, -134), then add (prev. RGB), subtract 127, divide by 2
         A = ((vertex A) * (prev. A)), divide by 2
    3: RGB = (lerp from (prev. A) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



WanwanRollingEye
================
  Textures:
    - wan_eye3

  Ambient Colors:
    - 128, 128, 128, 128

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 2
         A = ((tex #1 A) * (vertex A))



WanwanRollingBody(2)
====================
  Textures:
    - Body02
    - yokuwakaran
        Scale: 3, 3
    - IP2V_dango_env1

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

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

  Color Registers:
    - 255, 255, 255, -134
    - 0, 0, 0, 106
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 106 using (vertex A)), then add -134, multiply by 2
    2: RGB = (-134, -134, -134), then add (prev. RGB), subtract 127, divide by 2
         A = ((vertex A) * (prev. A)), divide by 2
    3: RGB = (lerp from (prev. A) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



WanwanRollingBody(3)
====================
  Textures:
    - Body02
    - yokuwakaran
        Scale: 3, 3
    - IP2V_dango_env1

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

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

  Color Registers:
    - 255, 255, 255, -134
    - 0, 0, 0, 106
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 106 using (vertex A)), then add -134, multiply by 2
    2: RGB = (-134, -134, -134), then add (prev. RGB), subtract 127, divide by 2
         A = ((vertex A) * (prev. A)), divide by 2
    3: RGB = (lerp from (prev. A) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



WanwanRollingBody(4)
====================
  Textures:
    - Body02
    - yokuwakaran
        Scale: 3, 3
    - IP2V_dango_env1

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

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

  Color Registers:
    - 255, 255, 255, -134
    - 0, 0, 0, 106
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 106 using (vertex A)), then add -134, multiply by 2
    2: RGB = (-134, -134, -134), then add (prev. RGB), subtract 127, divide by 2
         A = ((vertex A) * (prev. A)), divide by 2
    3: RGB = (lerp from (prev. A) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



WanwanRollingBody(5)
====================
  Textures:
    - Body02
    - yokuwakaran
        Scale: 3, 3
    - IP2V_dango_env1

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

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

  Color Registers:
    - 255, 255, 255, -134
    - 0, 0, 0, 106
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 106 using (vertex A)), then add -134, multiply by 2
    2: RGB = (-134, -134, -134), then add (prev. RGB), subtract 127, divide by 2
         A = ((vertex A) * (prev. A)), divide by 2
    3: RGB = (lerp from (prev. A) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



WanwanRollingEye(2)
===================
  Textures:
    - wan_eye3

  Ambient Colors:
    - 128, 128, 128, 128

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 2
         A = ((tex #1 A) * (vertex A))



WanwanRollingBody(6)
====================
  Textures:
    - Body02
    - yokuwakaran
        Scale: 3, 3
    - IP2V_dango_env1

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

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

  Color Registers:
    - 255, 255, 255, -134
    - 0, 0, 0, 106
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 106 using (vertex A)), then add -134, multiply by 2
    2: RGB = (-134, -134, -134), then add (prev. RGB), subtract 127, divide by 2
         A = ((vertex A) * (prev. A)), divide by 2
    3: RGB = (lerp from (prev. A) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



WanwanRollingBody(7)
====================
  Textures:
    - Body02
    - yokuwakaran
        Scale: 3, 3
    - IP2V_dango_env1

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

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

  Color Registers:
    - 255, 255, 255, -134
    - 0, 0, 0, 106
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 106 using (vertex A)), then add -134, multiply by 2
    2: RGB = (-134, -134, -134), then add (prev. RGB), subtract 127, divide by 2
         A = ((vertex A) * (prev. A)), divide by 2
    3: RGB = (lerp from (prev. A) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



WanwanRollingEye(3)
===================
  Textures:
    - wan_eye3

  Ambient Colors:
    - 128, 128, 128, 128

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), multiply by 2
         A = ((tex #1 A) * (vertex A))



WanwanRollingBody(8)
====================
  Textures:
    - Body02
    - yokuwakaran
        Scale: 3, 3
    - IP2V_dango_env1

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

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

  Color Registers:
    - 255, 255, 255, -134
    - 0, 0, 0, 106
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 106 using (vertex A)), then add -134, multiply by 2
    2: RGB = (-134, -134, -134), then add (prev. RGB), subtract 127, divide by 2
         A = ((vertex A) * (prev. A)), divide by 2
    3: RGB = (lerp from (prev. A) to (vertex RGB) using (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)
