documentation for level builders: docs index, step-by-step guide, file format reference (wad, geometry, objects, textures, audio, testlevel chapters, engine limits), strat vm and script language with the arena as worked example, tools overview, developer notes; readme rewritten as project front page with screenshots; review notes moved to notes/dev
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# LlamaMod documentation
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Documentation for modding *The Emperor's New Groove* (PC, 2000; German: *Ein Königreich für ein
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Lama*) with LlamaMod: building levels, the game's file formats, and how the game's object scripts
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("strats") work.
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## Start here
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| If you want to … | read |
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| build your own level | **[Guide: Build your own level](guide/README.md)** |
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| look something up in the editor | [Level editor manual](manual/index.md) (also in the editor: **F1**) |
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| know the numbers and rules of the engine | [Design rules](guide/design-rules.md) |
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| build levels from code | [Levels from scripts](guide/levels-in-code.md) |
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| understand the game's data | [Reference](reference/README.md) |
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| change or write object behaviour | [Strats](strats/README.md) |
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| find a tool | [Tools](tools.md) |
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| work on LlamaMod itself | [For developers](developers.md) |
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## Contents
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**[Guide](guide/README.md)** – for level builders
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* [Build your own level](guide/README.md): setup, editor basics, ground, start and exit, objects,
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look and feel, play-test, sharing
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* [Design rules](guide/design-rules.md): sizes, jump distances, the rules that keep a level working
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* [Levels from scripts](guide/levels-in-code.md): Python and Java level builders, the editor's
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command line
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**[Level editor manual](manual/index.md)** – every tool, panel and dialog of the editor, with
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tutorials (first level, parkour, editing an original level, Blender import)
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**[Reference](reference/README.md)** – the game's data
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* [Game files](reference/game-files.md): folders, naming scheme, worlds, COR pictures, movies,
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save games
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* [WAD container](reference/wad.md): the chunks of a level file
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* [Geometry and collision](reference/geometry.md): tiles, grid, coordinate spaces, collision
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materials, visibility regions
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* [Objects, waypoints, zones](reference/objects.md): strat records, parameters, the exit,
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environment zones, lights
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* [Textures](reference/textures.md): pages, pixels, texture rectangles, animations
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* [Music and sound](reference/audio.md): ASF music, sound banks, speech – known and unknown
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* [TestLevel (world 9)](reference/testlevel.md): where custom levels live, safe chapters
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* [Engine facts and limits](reference/engine-limits.md): scale, draw distance, memory, crashes
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**[Strats](strats/README.md)** – object behaviour
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* [How the strat VM works](strats/README.md): units, frames, variables, events, spawning,
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collision
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* [Reading scripts](strats/reading-scripts.md): the Script view and the assembly
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* [The script language](strats/script-language.md): writing new behaviour
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* [Customising strats](strats/custom-types.md): constants, imports, clones, custom types, mods
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* [Example: the Alligator Arena](strats/arena.md): a complete minigame explained step by step
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* [Example: the roller coaster](strats/roller-coaster.md): coming soon
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**[Tools](tools.md)** – LlamaMod's launcher, editor and command line, the Python kit, the in-game
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test harnesses
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**[For developers](developers.md)** – build, code map, writing a mod, maintaining the manual
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**[Lab notes](../notes/README.md)** – the detailed engineering notebook behind all of this
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## Pictures
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|  |  |
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| The launcher: mods with options, save games, settings | The level editor with Village 1 |
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|  |  |
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| The Alligator Arena minigame | Debug view: collision and invisible objects in the game |
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## Status and honesty
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Everything here was found by reverse engineering and tested against the game; where something is
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a guess, the page says so (*likely*, *unknown*). Development used the German CD; other language
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versions are expected to work but were not tested. The project is not affiliated with Disney or
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Argonaut and contains no game data.
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