BossBegomanHead_m1_v
====================
  Textures:
    - BossBegoman3
    - BossBegomanEnv
        Scale: 0.7421875, 0.7421875

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -98
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -98
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



BossBegomanHead_m3_v
====================
  Textures:
    - BossBegoman3
    - BossBegomanEnv
        Scale: 0.7421875, 0.7421875

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 153, 8, -21, -308
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (153, 8, -21)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -308, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -308, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert2_v
==========
  Textures:
    - BossBegomanHa2
    - Env9999
        Offset: 0.166015625, 0
        Scale: 4.7119140625, 4.7119140625

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 137, -142, -211, -138
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (137, -142, -211)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -138, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -138, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert4_v
==========
  Textures:
    - BossBegomanBotan
    - Env9999
        Offset: 0.0390625, 0.2490234375
        Scale: 0.1220703125, 5.576171875

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 20, -49, -57, -94
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (20, -49, -57)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -94, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -94, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert6_v
==========
  Textures:
    - BossBegomanBotan
    - Env
        Scale: 0.7421875, 0.7421875

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -98
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -98
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert7_v
==========
  Textures:
    - BossBegomanHa2
    - BossBegomanHaR
        Scale: 0.703125, 0.703125

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 178, 40, -69, -94
    - 255, 255, 255, 271

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))
    2: RGB = (prev. RGB), then add (178, 40, -69), divide by 2
         A = (tex #2 A), then add -94, multiply by 4



lambert2_v(2)
=============
  Textures:
    - BossBegomanHa2
    - Env9999
        Offset: 0.166015625, 0
        Scale: 4.7119140625, 4.7119140625

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 137, -142, -211, -138
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (137, -142, -211)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -138, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -138, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert2_v(3)
=============
  Textures:
    - BossBegomanHa2
    - Env9999
        Offset: 0.166015625, 0
        Scale: 4.7119140625, 4.7119140625

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 137, -142, -211, -138
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (137, -142, -211)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -138, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -138, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert2_v(4)
=============
  Textures:
    - BossBegomanHa2
    - Env9999
        Offset: 0.166015625, 0
        Scale: 4.7119140625, 4.7119140625

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 137, -142, -211, -138
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (137, -142, -211)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -138, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -138, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert2_v(5)
=============
  Textures:
    - BossBegomanHa2
    - Env9999
        Offset: 0.166015625, 0
        Scale: 4.7119140625, 4.7119140625

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 137, -142, -211, -138
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (137, -142, -211)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -138, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -138, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
