initial commit: llamamod 0.2.0 – reverse-engineered level formats (wad, map, trak, text, stpc), python tools and notes, java mod manager (iso install, mod pipeline with exe patching, save editor, wine/windows launcher) with mods (test world, debug wireframe, mirror, randomizer, fog, cheats, intro skip, practice, free camera, boot to level, level projects) and the 3d level editor (geometry, objects, cross-world import, environment, textures, play-test, manual)

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# Installing LlamaMod and the first start
LlamaMod runs on **Windows** and **Linux**. It needs your own copy of the game – the CD or an ISO
image of it. The game itself does not have to be installed: LlamaMod copies what it needs into
its own data folder and never changes the original.
## Download and start
| System | Package | Start |
|---|---|---|
| Windows | `LlamaMod-<version>-full-windows-x64.zip` | Unzip anywhere and start **LlamaMod.exe**. Keep `LlamaMod.exe` and the `runtime` folder together. No installation and no administrator rights are needed. |
| Linux | `LlamaMod-<version>-full-linux-x64.tar.gz` | Unpack and start `./LlamaMod`. `./install-desktop-entry.sh` adds a menu entry. Install **Wine** to run the game. |
Both packages bring their own Java runtime. The editor's 3D view needs a graphics driver with
**OpenGL 3.3** (any graphics card from the last ten years).
## First start: setting up the game
On the first start a wizard asks where your game is:
![The setup wizard](img/app_wizard.jpg)
1. Choose **ISO file…** for a CD image, or **Folder / CD…** for the inserted CD or a copied
folder. LlamaMod shows how many files it found and how much disk space it needs – or, in red,
what is wrong: the file is not a CD image, the folder does not contain the game, the ISO file
is incomplete (an interrupted download), or the disk is too full.
2. Check the **Data folder**. Game copy, mods, save games and settings are stored there. The
default is `%LOCALAPPDATA%\LlamaMod` on Windows and `~/.local/share/LlamaMod` on Linux;
**Change…** picks another place.
3. Click **Set up**. LlamaMod copies the game data, checks it for damaged files and reports
**All set!** **Cancel** stops the copy; clicking **Set up** again continues where it stopped.
You can repeat this later with **Settings → Set up again…**.
## The LlamaMod window
![LlamaMod's mod list](img/app_mods.jpg)
* **▶ Play** (top right) starts the game with the selected mods. While the game runs, the button
reads **■ Quit game** – handy when the game hangs or its window is hidden. If the game
crashes, LlamaMod says so and offers to open the log files.
* **Level Editor** (next to Play) opens the level editor in its own window.
* The **Mods** tab lists all mods by category (**Levels**, **Gameplay**, **Visual**,
**Cheats & debug**). Tick the ones you want, set their options (each one is explained next to
it) and click **Apply**. **Restore original** switches all mods off. Mods marked *modifies groove.exe* change the
game program in LlamaMod's private copy (see [antivirus warnings](20-troubleshooting.md)).
All mods and their options are listed in [LlamaMod mods](18-mods.md).
* The **Save games** tab edits the three save slots: unlocked worlds and chapters, coins, gold
coins and collectibles per level, lives, where the world map **Opens at**, **Unlock all
worlds** and **Unlock TestLevel (world 9)**. **Undo changes** throws away unsaved edits. A
backup is made before every change (**Backups** opens the folder); **Import…** reads a `.ksv`
file and starts in the backups folder, so restoring a backup is two clicks.
* The **Settings** tab sets the game resolution (**Automatic** shows the size it will use),
**Run in a window** (Linux: Wine virtual desktop, recommended), the light or dark
**Appearance**, the Wine command, the data folder (**Open folder**, **Logs**), **Set up
again…** (copies the game once more; mods, settings and save games are kept) and **Clear
cache** for the mod cache.
![The save game editor (dark theme)](img/app_saves.jpg)
> **Tip:** Every level project in the data folder's `levels` folder appears as a mod in the
> **Levels** category. That is how you install levels from other people – see
> [Sharing levels](17-sharing.md).
## Starting the editor
* Click **Level Editor** in LlamaMod's header, or
* start LlamaMod with `--editor`, optionally followed by a project file or the name of an
original level, for example `LlamaMod --editor t1l1m001` (Village chapter 1).
The editor opens with a start page: **New level**, **Open original level**, **Open project** and
your recent projects. **Help → Getting started** (**Shift+F1**) shows a five-step tour, and this
manual is always one **F1** away.
![The editor's start page](img/ui_empty.jpg)
## The data folder
| Folder | Content |
|---|---|
| `levels/` | your level projects (`.llamalevel`) – each one is a mod |
| `editor/` | editor settings, autosaves, prefabs |
| `library/` | geometry saved to the editor's library (`.llamamesh`) |
| `original/` | the untouched copy of the game from your CD |
| `game/`, `cd-active/` | the copy the game runs from, with the active mods applied |
| `cache/` | built mod files (cleared with **Settings → Clear cache**) |
| `backups/saves/` | save game backups |
| `logs/` | log files (game, mod apply) for troubleshooting |