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