WanwanRollingBody_v
===================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingEye_v
==================
  Textures:
    - wan_eye3
    - GoldEnv

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -29, -41, -73, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-29, -41, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(2)
======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(3)
======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(4)
======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(5)
======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(6)
======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(7)
======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(8)
======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(9)
======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(10)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingEye_v(2)
=====================
  Textures:
    - wan_eye3
    - GoldEnv

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -29, -41, -73, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-29, -41, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(11)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingEye_v(3)
=====================
  Textures:
    - wan_eye3
    - GoldEnv

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -29, -41, -73, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-29, -41, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(12)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(13)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingEye_v(4)
=====================
  Textures:
    - wan_eye3
    - GoldEnv

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -29, -41, -73, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-29, -41, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(14)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingEye_v(5)
=====================
  Textures:
    - wan_eye3
    - GoldEnv

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -29, -41, -73, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-29, -41, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(15)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingEye_v(6)
=====================
  Textures:
    - wan_eye3
    - GoldEnv

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -29, -41, -73, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-29, -41, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(16)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingEye_v(7)
=====================
  Textures:
    - wan_eye3
    - GoldEnv

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -29, -41, -73, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-29, -41, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(17)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(18)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(19)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(20)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(21)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(22)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



WanwanRollingBody_v(23)
=======================
  Textures:
    - Body04
        Offset: 0.166015625, -0.4541015625
        Scale: 0.576171875, 0.576171875
    - GoldEnv
        Scale: 0.5, 0.5

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -74, -73, -102
    - 76, 66, 66, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (76, 66, 66) to (tex #1 RGB) using (vertex RGB)), then add (-81, -74, -73)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -102
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -102, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
