KoopaJrRobotArm_v
=================
  Textures:
    - KoopaJrRobot2
    - KoopaJrRobotEnv

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -5, -5, -5, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-5, -5, -5)
         A = (lerp from (tex #1 A) to 32 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)



KoopaJrRobotBody2_v
===================
  Textures:
    - KoopaJrRobot2
    - Env4
        Scale: 1.4892578125, 1.4892578125
    - MetalTwoLegs
        Scale: 10, 10

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -13, -13, -13, -89
    - 0, 12, 24, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-13, -13, -13)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    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 = (lerp from (0, 12, 24) to (tex #2 RGB) using (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



KoopaJrRobotCannon_v
====================
  Textures:
    - KoopaJrRobot2
    - Env4
        Scale: 0.9521484375, 0.9521484375
    - MetalTwoLegs
        Scale: 10, 10
        Rotation: 0.04443494979705191

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 0, 0, 0, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 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)



KoopaJrRobotGreen_v
===================
  Textures:
    - KoopaJrRobot2
    - Env4
        Scale: 1.2000000476837158, 1.2000000476837158
    - MetalTwoLegs
        Scale: 5, 5
        Rotation: 0.04443494979705191

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -50, -89
    - 890, 881, 857, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -50)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    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 = ((890, 881, 857) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



KoopaJrRobotHammer_v
====================
  Textures:
    - KoopaJrRobot1

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 11, 17, -109, -69
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (11, 17, -109)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -69, multiply by 2



KoopaJrRobotIron1_v
===================
  Textures:
    - Glow00
    - Metal00
        Scale: 3, 3
    - SunEnv00

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

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

  Color Registers:
    - 238, 238, 238, 190
    - 129, 129, 129, 262

  Steps:
    1: RGB = (lerp from (238, 238, 238) to (129, 129, 129) 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)



KoopaJrRobotIron2_v
===================
  Textures:
    - KoopaJrRobot2
    - Glow
        Scale: 1.399999976158142, 1.399999976158142
    - MetalTwoLegs
        Scale: 10, 10
        Rotation: 0.04443494979705191

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 0, 0, 0, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 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)



KoopaJrRobotLamp_v
==================
  Textures:
    - KoopaJrRobot1
    - KoopaJrRobotEnv

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 0, 0, 0, -73
    - 1023, 1023, 1023, 255

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



KoopaJrRobotNeedle_v
====================
  Textures:
    - KoopaJrRobot2
    - Glow
        Scale: 1.399999976158142, 1.399999976158142
    - Env4
        Scale: 10, 10
        Rotation: 0.04443494979705191

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -9, -9, -9, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-9, -9, -9)
         A = (lerp from (tex #1 A) to 32 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)
