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# 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.