DisplayMat_v
============
  Textures:
    - IndDummy
    - Noise
        Offset: 0, 0.5640000104904175
        Scale: -2.2021484375, 0.859375
    - Noise
        Offset: -0.06746067851781845, -0.06746067851781845
        Scale: -1.23046875, -0.439453125

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 130, 130, 130, 33
    - 53, 53, 53, 255

  Material Colors:
    - 255, 255, 0, 255
    - 255, 255, 0, 255

  Color Registers:
    - 25, 28, 29, 255
    - 20, 20, 20, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (64, 64, 64)), then add (25, 28, 29)
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((53, 53, 53) * (tex #2 RGB)), then add (prev. RGB)
         A = 0, then add (prev. A)
    3: RGB = -1 * ((33, 33, 33) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = (vertex A)



HintBoardMat_v
==============
  Textures:
    - HintBoard
    - HighLight
        Offset: 0.0390625, -0.2880859375
        Scale: 1.8994140625, 1.8994140625

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 8, 16, -5, -60
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 16, -5)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -60, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



HintBoardMat_v(2)
=================
  Textures:
    - HintBoard
    - HighLight
        Offset: 0.0390625, -0.2880859375
        Scale: 1.8994140625, 1.8994140625

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 8, 16, -5, -60
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 16, -5)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -60, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
