KoopaJr_model_fixOp:Armor_Mat1_v
================================
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 24, 4, -25, -118
    - 0, 12, 0, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 12, 0) to (tex #1 RGB) using (vertex RGB)), then add (24, 4, -25), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert29_v
===========
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -13, -13, -13, -118
    - 0, 12, 19, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 12, 19) to (tex #1 RGB) using (vertex RGB)), then add (-13, -13, -13), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert30_v
===========
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 24, 4, -25, -118
    - 0, 12, 0, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 12, 0) to (tex #1 RGB) using (vertex RGB)), then add (24, 4, -25), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert31_v
===========
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 24, 4, -25, -118
    - 0, 12, 0, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 12, 0) to (tex #1 RGB) using (vertex RGB)), then add (24, 4, -25), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert32_v
===========
  Textures:
    - CarpetPattern02aGate
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 27, 19, 0, 20

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

  Color Registers:
    - 222, 238, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (27, 19, 0) to (222, 238, 80) using (vertex RGB))
         A = (lerp from 20 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))



lambert31_v(2)
==============
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 24, 4, -25, -118
    - 0, 12, 0, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 12, 0) to (tex #1 RGB) using (vertex RGB)), then add (24, 4, -25), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert32_v(2)
==============
  Textures:
    - CarpetPattern02aGate
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 27, 19, 0, 20

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

  Color Registers:
    - 222, 242, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (27, 19, 0) to (222, 242, 80) using (vertex RGB))
         A = (lerp from 20 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))



lambert30_v(2)
==============
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 24, 4, -25, -118
    - 0, 12, 0, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 12, 0) to (tex #1 RGB) using (vertex RGB)), then add (24, 4, -25), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert30_v(3)
==============
  Textures:
    - BlackBody
    - Env4
        Scale: 0.869140625, 0.869140625
    - Metal02

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 24, 4, -25, -118
    - 0, 12, 0, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (0, 12, 0) to (tex #1 RGB) using (vertex RGB)), then add (24, 4, -25), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -118, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



lambert32_v(3)
==============
  Textures:
    - CarpetPattern02aGate
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 27, 19, 0, 20

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

  Color Registers:
    - 222, 238, 80, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (27, 19, 0) to (222, 238, 80) using (vertex RGB))
         A = (lerp from 20 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))
