BussunBodyHard_v
================
  Textures:
    - BodyHard
    - MameMuimuiGreenEnv
        Scale: 0.4541015625, 0.4541015625

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 8, 4, 4, -85
    - 93, 89, 93, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 4, 4)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -85, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -85, multiply by 2
    3: RGB = ((93, 89, 93) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



BussunBody_v
============
  Textures:
    - Body

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 0, 0, 0, -126
    - 12, 4, 0, 4
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (12, 4, 0) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -126, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -126, multiply by 2



Eye_v
=====
  Textures:
    - Eye.0

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 0, 0, 0, -85
    - 8, 0, 0, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (8, 0, 0) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -85, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -85, multiply by 2



Needle_v
========
  Textures:
    - Needle
        Offset: -0.0830078125, 0
    - Hilight
        Offset: -1.03515625, 0.576171875
        Scale: 1.4892578125, 1.4892578125

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 12, 0, 12, -69
    - 283, 169, 194, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (12, 0, 12)
         A = (lerp from (tex #1 A) to 32 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
    3: RGB = ((tex #2 RGB) * (283, 169, 194)), then add (prev. RGB)
         A = (prev. A)
