AttackRockA_Dark_v
==================
  Textures:
    - AttackRock01_mask.tga
    - AttackRockEnvB
        Scale: 0.3662109375, 0.3662109375
    - AttackRock01_mask.tga

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - -69, -73, -73, -89
    - 105, 0, 52, 20
    - 1023, 1023, 1023, 12

  Steps:
    1: RGB = (lerp from (105, 0, 52) to (tex #1 RGB) using (vertex RGB)), then add (-69, -73, -73), multiply by 2
         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)
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB), divide by 2
         A = (prev. A)



AttackRockA_v
=============
  Textures:
    - AttackRock01_mask.tga
    - AttackRockEnvC
        Scale: 0.3662109375, 0.3662109375
    - AttackRock01_mask.tga

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - -49, -53, -98, -45
    - 56, 52, 4, -280
    - 1023, 1023, 1023, 12

  Steps:
    1: RGB = (lerp from (56, 52, 4) to (tex #1 RGB) using (vertex RGB)), then add (-49, -53, -98), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -45, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -45, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Block00_Dark_v
==============
  Textures:
    - Block00bMip

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 113, 114, 114, 106
    - 132, 149, 149, 120
    - 140, 140, 140, 133
    - 145, 145, 145, 154

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

  Color Registers:
    - -25, -25, -41, 0
    - -231, -231, -215, -195
    - 0, 0, 0, 12

  Steps:
    1: RGB = (lerp from (-231, -231, -215) to (tex #1 RGB) using (vertex RGB)), then add (-25, -25, -41)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), multiply by 2



Block00_v
=========
  Textures:
    - Block00bMip
    - Env_WaterA04_64
        Scale: 0.869140625, 0.869140625
    - Block00bMip

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 114, 114, 114, 66
    - 132, 149, 149, 119
    - 140, 140, 140, 136
    - 145, 145, 145, 159

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

  Color Registers:
    - -41, -41, -41, -25
    - -187, -187, -150, 16

  Steps:
    1: RGB = (lerp from (-187, -187, -150) to (tex #1 RGB) using (vertex RGB)), then add (-41, -41, -41)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -25, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -25, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



Block02_v
=========
  Textures:
    - Block02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 5, 15, 10, 200
    - 0, 0, 112, 255

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

  Color Registers:
    - 240, 240, 200, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (5, 15, 10) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from 200 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (240, 240, 200))
         A = (prev. A)



Block04_v
=========
  Textures:
    - Block04

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 40

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 40 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



BlockKiwa_v
===========
  Textures:
    - Block_Kiwa

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 130

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - -45, -37, -57, -17
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((-45, -37, -57) * (vertex RGB))
         A = (lerp from 130 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



CloudValleyStone_02_v
=====================
  Textures:
    - RockPattern10Small
        Scale: 3, 3
        Rotation: 0.3888668477431562

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 34, 27, 0

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 173, 169, 161, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 34, 27) to (173, 169, 161) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



CuttenCastleEditA_BlockKiwa_v
=============================
  Textures:
    - pillar

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 19, 26, 59, 160

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (19, 26, 59) to (255, 255, 255) using (vertex RGB))
         A = (lerp from 160 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Flag00_v
========
  Textures:
    - MiniFlag

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 5, 15, 10, 200
    - 0, 0, 112, 255

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

  Color Registers:
    - 240, 240, 200, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (5, 15, 10) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from 200 to 0 using (vertex A))
    2: RGB = ((prev. RGB) * (240, 240, 200))
         A = (prev. A)



Kabe00_v
========
  Textures:
    - Kabe00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 74, 47, 24, 200
    - 0, 0, 112, 255

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

  Color Registers:
    - 254, 254, 182, 72
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (74, 47, 24) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from 200 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (254, 254, 182))
         A = (prev. A)



Lawn00_v
========
  Textures:
    - LawnPattern01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 80

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 380

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 80 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Mountain_v
==========
  Textures:
    - LawnPattern00Small

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 4, 36, 64, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (4, 36, 64) to (prev. RGB) using (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



OpeningBlockA_v
===============
  Textures:
    - OpeningBlockA

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 51, 59, 66, 60

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 198, 198, 198, -514
    - -130, 0, 125, 368

  Steps:
    1: RGB = (lerp from (51, 59, 66) to (198, 198, 198) using (vertex RGB))
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



OpeningBlockBreak_v
===================
  Textures:
    - Block00bMipBreak

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 65

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - -328, -316, -13, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((-328, -316, -13) * (vertex RGB))
         A = (lerp from 65 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



OpeningPeachLeaf_v
==================
  Textures:
    - OpeningPeachLeafA

  Ambient Colors:
    - 100, 100, 100, 195

  Material Colors:
    - 205, 168, 103, 205
    - 205, 168, 103, 205

  Color Registers:
    - 16, 16, 16, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB))
         A = ((vertex A) * (tex #1 A)), then add (tex #1 A)



OpeningTreeA_v
==============
  Textures:
    - OpeningTreeA

  Ambient Colors:
    - 100, 100, 100, 195

  Material Colors:
    - 205, 168, 103, 205
    - 205, 168, 103, 205

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB))
         A = ((vertex A) * (tex #1 A)), then add (tex #1 A)



OpeningWindowA_v
================
  Textures:
    - OpeningWindowA

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 185

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 0, 214, 246, 250
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((0, 214, 246) * (vertex RGB))
         A = (lerp from 185 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Peach_v
=======
  Textures:
    - peach

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



Rock00_v
========
  Textures:
    - RockPattern19

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Soil00_v
========
  Textures:
    - SoilPattern01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 45

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 380

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 45 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



SoilBreak_v
===========
  Textures:
    - SoilBreak

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 45

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 380

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 45 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



WoodPanel_v
===========
  Textures:
    - WoodPanel

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 60

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Yane01_r_v
==========
  Textures:
    - Yane01_r

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 150

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 150 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Yane_b_v
========
  Textures:
    - Yane00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 5, 15, 10, 200
    - 0, 0, 112, 255

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

  Color Registers:
    - 240, 240, 200, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (5, 15, 10) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from 200 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (240, 240, 200))
         A = (prev. A)



Yane_g_v
========
  Textures:
    - Yane00_g

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 5, 15, 10, 200
    - 0, 0, 112, 255

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

  Color Registers:
    - 240, 240, 200, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (5, 15, 10) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from 200 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (240, 240, 200))
         A = (prev. A)



Yane_o_v
========
  Textures:
    - Yane01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 5, 15, 10, 200
    - 0, 0, 112, 255

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

  Color Registers:
    - 240, 240, 200, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (5, 15, 10) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from 200 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (240, 240, 200))
         A = (prev. A)



aa_Gaito_v
==========
  Textures:
    - Gaito00_a

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 60

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



flowerleaf_v
============
  Textures:
    - puffleafSmall

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



mado_v
======
  Textures:
    - MadoSmall

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



parpleflower_v
==============
  Textures:
    - parplehanatabaSmall

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



sample_Soil00_v
===============
  Textures:
    - OpeningGroundA

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



temp_Parts_v
============
  Textures:
    - saku2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 48

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 48 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



water_lake_v
============
  Textures:
    - WaterWave
        Offset: 1.1246665716171265, 1.1246665716171265
        Scale: 0.10000000149011612, 0.20000000298023224
        Rotation: 0.499984740745262
    - WaterWave
        Offset: -1.6869999170303345, 1.6869999170303345
        Scale: 0.30000001192092896, 0.20000000298023224
    - Env_WaterA04_64

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 49, 77, 96, 255
    - 255, 255, 252, 125
    - 255, 255, 255, 0

  Material Colors:
    - 204, 204, 204, 160
    - 204, 204, 204, 160

  Color Registers:
    - -1024, -1024, -1024, -207
    - -126, -118, -110, -61
    - 255, 255, 255, -280

  Steps:
    1: RGB = ((49, 77, 96) * (vertex A)), then add (tex #1 RGB)
         A = ((vertex A) * (tex #1 A))
    2: RGB = ((prev. RGB) * (tex #2 RGB)), multiply by 2
         A = ((prev. A) * (tex #2 A)), multiply by 2
    3: RGB = if R of (prev. RGB) > (-207, -207, -207), use (tex #3 RGB), otherwise (0, 0, 0), then add (prev. RGB)
         A = 0, then add (prev. A), multiply by 2



whiteflower_v
=============
  Textures:
    - whitetabaSmall

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



yellowflower_v
==============
  Textures:
    - yellowhanatabaSmall

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))
