OtaRock6:lambert115_v
=====================
  Textures:
    - OtaRock.Facetga
    - Env
        Scale: 0.703125, 0.703125

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -81, -73, -69, -61
    - 80, 56, 44, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (80, 56, 44) to (tex #1 RGB) using (vertex RGB)), then add (-81, -73, -69)
         A = (lerp from (vertex A) to 32 using (vertex A)), then add -61, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -61, multiply by 2
    3: RGB = (lerp from (80, 56, 44) to (tex #2 RGB) using (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



OtaRock6:lambert116_v
=====================
  Textures:
    - OtaRockFoot
    - Env
        Scale: 1.5283203125, 1.5283203125

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 64, 24, -276, -41
    - -211, -215, 32, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (-211, -215, 32) to (tex #1 RGB) using (vertex RGB)), then add (64, 24, -276)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -41, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -41, multiply by 2
    3: RGB = (lerp from (-211, -215, 32) to (tex #2 RGB) using (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



OtaRock6:lambert121_v
=====================
  Textures:
    - OtaRockFoot
    - Env
        Scale: 0.537109375, 0.537109375

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - -73, -73, -65, -61
    - 68, 56, 44, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (68, 56, 44) to (tex #1 RGB) using (vertex RGB)), then add (-73, -73, -65)
         A = (lerp from (vertex A) to 32 using (vertex A)), then add -61, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -61, multiply by 2
    3: RGB = (lerp from (68, 56, 44) to (tex #2 RGB) using (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
