KoopaJrCastleBlockUnder_v
=========================
  Textures:
    - KoopaJrCastleBlockUnder

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -20, -10, -20, -98
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-20, -10, -20)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



KoopaJrCastleBlock_v
====================
  Textures:
    - KoopaJrCastleBodyHead

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -20, -10, -20, -89
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-20, -10, -20)
         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



KoopaJrCastleCannonLight_v_x
============================
  Textures:
    - KoopaJrCastleBodyHead

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -69, -106, -227, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-69, -106, -227)
         A = ((tex #1 A) * (vertex A))



KoopaJrCastleMetal_v
====================
  Textures:
    - KoopaJrCastleBodyHead
    - KoopaJrCastleEnv2
        Offset: -0.166015625, 0.166015625
        Scale: 1.2000000476837158, 1.2000000476837158
    - KoopaJrCastleInd1
        Scale: 10, 10
        Rotation: 0.04443494979705191

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -98
    - 200, 200, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2
    3: RGB = ((200, 200, 100) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



KoopaJrCastleMoss_v
===================
  Textures:
    - KoopaJrCastleMoss

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -10, -10, -10, -98
    - 150, 150, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-10, -10, -10)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



KoopaJrCastleSofa_v
===================
  Textures:
    - KoopaJrCastleBodyHead

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -5, -10, -10, -69
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-5, -10, -10)
         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



KoopaJrCastleStoneMoss_v
========================
  Textures:
    - KoopaJrCastleStoneMoss

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -10, -10, -10, -98
    - 150, 150, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-10, -10, -10)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



KoopaJrCastleStoneUnder_v
=========================
  Textures:
    - KoopaJrCastleStoneUnder
    - KoopaJrCastleEnv1
        Offset: -0.166015625, 0.166015625
        Scale: 1.2000000476837158, 1.2000000476837158
    - KoopaJrCastleInd1
        Scale: 5, 5
        Rotation: 0.04443494979705191

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -15, -15, -22, -98
    - 200, 200, 150, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-15, -15, -22)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2
    3: RGB = ((200, 200, 150) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



KoopaJrCastleStone_v
====================
  Textures:
    - KoopaJrCastleStone
    - KoopaJrCastleEnv1
        Offset: -0.166015625, 0.166015625
        Scale: 1.2000000476837158, 1.2000000476837158
    - KoopaJrCastleInd1
        Scale: 5, 5
        Rotation: 0.04443494979705191

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -15, -15, -22, -98
    - 200, 200, 150, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-15, -15, -22)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98, multiply by 4
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2
    3: RGB = ((200, 200, 150) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



KoopaJrCastleWindowLight_v
==========================
  Textures:
    - KoopaJrCastleWindowLight

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 190, 185, 180, 255
    - 190, 185, 180, 255

  Color Registers:
    - 32, 32, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (32, 32, 0)
         A = ((tex #1 A) * (vertex A))
