NokonokoLandBigBody_v
=====================
  Textures:
    - NokonokoLandBigBody

  Ambient Colors:
    - 73, 73, 73, 128

  Color Registers:
    - 0, 0, 0, -65
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -65
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -65, multiply by 2



NokonokoLandBigEye_v
====================
  Textures:
    - nokonokoeye.0

  Ambient Colors:
    - 73, 73, 73, 128

  Color Registers:
    - 0, 0, 0, -65
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -65
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -65, multiply by 2



NokonokoLandBigShell_v
======================
  Textures:
    - NokonokoLandBigBody
    - EnvNokonokoLandBig
        Scale: 0.699999988079071, 0.699999988079071

  Ambient Colors:
    - 73, 73, 73, 128

  Color Registers:
    - -5, -107, -105, -68
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (_, _, _)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -68, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -68, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)

  Colors:
    G: ...then add (-128, -10, -128)
    R: ...then add (-5, -107, -105)
    B: ...then add (-80, -60, 20)



NokonokoLandBigStomach_v
========================
  Textures:
    - NokonokoLandBigBody

  Ambient Colors:
    - 73, 73, 73, 128

  Color Registers:
    - 0, 0, 0, -89
    - 1023, 1023, 1023, 255

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