Page for Luxor documentation.

Luxor 1 / Amun Rising

Documentation for Luxor 1 / Amun Rising

Luxor 1 / Amun Rising

Getting Started with Luxor 1/Amun Rising Modding

So, you decided on making a Luxor 1 / Amun Rising mod? This page is dedicated to newcomers to modding the game. Luxor Amun Rising is often the modded game of choice due to it being an improvement (and added features) over Luxor 1, and has the same engine as said game.

What You Need


Luxor 1 and Amun Rising are packed within a MJZ file, which can be opened with QuickBMS. Luxor 1 and Amun Rising share the same engine, although Amun Rising is more recommended to be modded because of it's difficulties and it's ability to use \n in dialog boxes.

  1. Download QuickBMS from here
  2. Download the MumboJumbo script from here
  3. Open QuickBMS and select the mumbojumbo script, and hit Select.
  4. Go to your Luxor 1 (or Amun Rising) folder and select data.mjz in the data folder, then hit Open.
  5. When another file select box appears to ask where to extract, go up one folder (this will take you to the game folder itself) and hit Save.
  6. Repeat step 3.
  7. Repeat step 4, but this time, select english.mjz and hit Open.
  8. Repeat step 5.

Video explanation:

Now that is out of the way, you can either:

If you opt for the first option, make sure to copy Steam.dll for each copy (Steam), or copy the bundle pack executable and launch Luxor 1/Amun Rising from there. (Bundle Pack)

If you opt for the first option, simply rename the data folder to something else, or take it out, then add the mod's data folder.

If you opt for the second option, here is a visual guide: luxor-installation.png

What's Next?

Know your basic goals. If you're making a mod, at least have a general idea of where to go, and what to do.

Before you just jump in thinking you're going to make the next high quality mod. stop. Those aren't easy to do. First mods are often mediocre, and that's okay! What's important is that you learn and improve over time.

Start small. Level design is one of the most important aspects of most mods, as they aim to create a new experience for the player, so start with that. Since this is likely your first mod, try aiming for the standard vanilla level order: 25 maps, 88 levels. Focus on the extra things (UI, menus, sound) later on.

Assuming that you are reading this because you are a new modder in the scene, try making maps first as practice, but keep these in mind when you finally make the decision to create your very first mod.

Now that you know what to do, it's time to learn about making maps.

Luxor 1 / Amun Rising

*.psys files

PSYS files are the visual effect files used in the Luxor 1 engine (used in 1 and Amun Rising). They can make or break the game's aesthetics, and if done right, can add to a level / the game, and can be stunning.

How to include effects to a ui file

Create a new uiParticleSystem child in your ui file (yes, this means that you can add effects to a level!).

    Child child_name = uiParticleSystem
        X = 0
        Y = 0
        Depth = YourDepthHere
        File = your\path\here.psys

Make sure your uiParticleSystem child name is unique. Not doing so could make the game load the wrong uiParticleSystem child.

One thing to note is that unlike sprites, which have their anchor point in the top-left corner, their anchor point is at the center. This also goes for the emitter in the psys file.

For example, setting an effect to x0 y0 will still go to the top-left corner as any other child does, but only the lower-right portion of the effect will be displayed in that position.

An easier way of saying this is: Treat psys file positioning as you would position the frog in Zuma.

Anatomy of a .PSYS File

We will look at a specific part of the "extra life" psys that happens when you receieve an extra life.

Emitter ankh
	Type = Sprite
	Flags = EF_NONE
	StartParticles = 2
	MaxParticles = 2
	ParticleRate = 0.000000
	Sprite = data\sprites\particles\ankh.spr
	ColorRate = 0.000000
	AnimMin = 0
	AnimMax = 0
	AnimRate = 30
	FadeInEndTime = 0.000000
	FadeOutStartTime = 0.800000
	LifespanMin = 2.000000
	LifespanMax = 2.000000
	RenderDelay = 0.000000
	FirstFrameDelay = 0.000000
	PosX = 0.000000
	PosY = 0.000000
	SpawnRadiusMin = 0.000000 0.000000
	SpawnRadiusMax = 0.000000 0.000000
	StartVelMin = 0.000000 -25.000000
	StartVelMax = 0.000000 -25.000000
	Acc = 0.000000 0.000000
	DevDelay = 0.000000
	DevAngle = 0.000000 0.000000
	EmitterVelMin = 0.000000 0.000000
	EmitterVelMax = 0.000000 0.000000
	EmitterAcc = 0.000000 0.000000
	EmitterStart = 0.000000 0.000000
	EmitterLifespan = 0.250000 0.250000

At first glance it looks slightly simple - and it is simple!


Not touched too much yet, keep it as Sprite.


These flags determine what this effect should do.

The Rest


When done right, you can do awesome effects like these:

An extra from Luxor Mod 2020:

Sniper Bullet:

Keep In Mind

Luxor 1 / Amun Rising

Creating Maps

Now that you have decided to create a mod (or make one or two levels), it's time to create a map.

What You'll Need

Creating your Path Concept

Luxor spheres are 32 x 32 pixels thick. You can either have a 32 px thick stroke, or thinner. It doesn't matter, as long as the player has a general idea of how the path goes. Here's an image of a simple map: rows, but it's not plain rows. luxor-path-example-1.png

Now, there are a few things to note when making paths. You should avoid going down 500px or lower, as this is where the shooter area is. Clipping between the shooter and the spheres is close here.

Now that that's out of the way...

Creating the Background

You don't need to be a god at art to create a background. Just make sure it's decent and all. There are plenty of tutorials on the internet if you aren't much of an art prodigy - but try experimenting with plugins and effects, and you'll probably have something going.

The path should be visible to the player, so that they have a general idea of how does the path go.

For demonstration purposes, we'll go with a dirt and rock background. luxor-path-example-1-decorated.png

Creating the Level Folder

  1. Navigate to data\maps of your game. You should see a bunch of folders with no spaces and full of level names.
  2. Create a new folder and name it to your level's name. For this tutorial, we'll name it RockyRoad.
  3. Export the background you just made as a JPG and name it background.jpg.

Creating the path in N.O.D.E

Now is the time to download and extract N.O.D.E if you haven't already. If you haven't already, get it here.

Before all of that, it's recommended to edit the background a little bit to guide you on what are you doing. Make the path lighter and add a 40px section (not including rounded tips) to the end of the path, as shown: luxor-path-example-1-decorated-nodeready.png Save this version of the background to the N.O.D.E folder, replacing background.jpg in the same folder as N.O.D.E.

This is where the tool comes in. Either open the exe file, the swf file or the html file.

  1. Click on Start, and if it is your first time booting, enter a username. Ignore all of the other buttons, you will want to click on New Path. NODE-tutorial-1.png

  2. Disable hotkeys, then name the level in the "Map Name" box. Enable the hotkeys again and focus on a text box that only requires numbers (such as the X/Y manual adding). You will want to remember 2 hotkeys: H for making the next node hidden / visible, and Del for deleting your last placed vertice. uQuNODE-tutorial-2.png

  3. Now trace the path. Use Magnifier and lower your mouse DPI if you need to do so. (For the 40px ending. N.O.D.E automatically hides your last two vertices on saving the path because of how the hidden nodes function work in Luxor. For demonstration purposes, here it is with the two vertices already placed in as hidden.) NODE-tutorial-3.png

  4. Click on Save and you should see what looks like an obj file. Copy the contents. NODE-tutorial-4.pngGet a plaintext editor, paste the contents there and save it as path.obj in your map folder, in this case data\maps\RockyRoad.

  5. Back to N.O.D.E, click on Toggle OBJ & UI/GVF. This changes the dialog box's layout. Click on the pyramid that suits the level's ending best. In this case, we'll go with the right-facing pyramid, because the danger zone (the ending area of a path) goes to the left. NODE-tutorial-5.pngHere's a handy protip: Virtually all Luxor 1/AR files are in plaintext - this includes UI, level settings, sprite file settings, et cetera.

  6. Copy the top text box's contents into a plaintext editor. You will want to remove this line. Save this file as map.ui in the level folder.

	GLSprite = 0 0 GameBackgroundSprites data\maps\RockyRoad\mask.spr
  1. Now, create a new file. Paste this in, replacing RockyRoad with your folder name. Save this in your level folder as background.spr.
800 600
0 0

Applying and Testing your Level File

  1. Head over to data\levels and open level_1_1 (Stage 1-1, or the first level). Replace "DIE KHUFU DIE" (or "URAEUS NEFERTARI") with your folder name in all capital letters with spaces. level-apply.png

  2. Now open up the game, choose a difficulty if you're in Amun Rising and click on Start. You should now see your new level. rocky-road.png

And that's it! You've created your first Luxor level. Congratulations! You probably want to have an in-depth look of the lvl file format, which can be found HERE.

Luxor 1 / Amun Rising

Tuning Level Settings

Level files are what loads the map and difficulty settings, They can be found in data\levels. You will want to look at the level_x_x.lvl files.

Level Files

Here is an example: Luxor Amun Rising's 1-1.

mapFile = "DIE KHUFU DIE"

// Ball Colors
spawnColor_1 = true
spawnColor_2 = true
spawnColor_3 = true
spawnColor_4 = true
spawnColor_5 = false
spawnColor_6 = false
spawnColor_7 = false
spawnStreak = 225

// Powerups
powerup_reverse   = true
powerup_slow      = true
powerup_stop      = true
powerup_shotspeed = true
powerup_lightning = true
powerup_bomb      = true
powerup_colorbomb = true
powerup_wild      = true
powerup_scorpion  = true

// Rewards
reward_gem_1      = true
reward_gem_2      = true
reward_gem_3      = true
reward_gem_4      = false
reward_gem_5      = false
reward_gem_6      = false
reward_gem_7      = false
reward_gem_8      = false
reward_gem_9      = false
reward_gem_10     = false
reward_gem_11     = false
reward_gem_12     = false
reward_gem_13     = false
reward_gem_14     = false
reward_gem_15     = false

// Win Condition (collapses and board clear)
winCondition = 100

// Vise Groups
viseGroupCount = 30

// Vise Speed
viseMaxSpeed = 800.0
viseMidMaxSpeed = 100.0
viseMidMinSpeed = 100.0
viseMinSpeed = 5.0
viseSpeedMaxBzLerp = 0.9 0.9
viseSpeedMidBzLerp = 0.25 0.75
viseSpeedMinBzLerp = 0.25 0.75

// Path Distances
viseSpawnDistance_1 = 0.6
midStartDistance_1 = 0.2
midEndDistance_1 = 0.6


For each path (up to 2), you must have a viseSpawnDistance, midStartDistance and midEndDistance. If there are no values for those, default values will be applied (unknown).

A better visual explanation: Luxor-lvl-demo.png

Every level slot you define in stage_select.uis must have their level_x_x.lvl file. The main menu level file is level_0_0.lvl.


This txt file handles global powerup spawn chances and gem scoring. Everything here is self-explanatory.

// Powerups File
// Defines global powerup spawning chances and scoring

// Powerup Spawning
spawn_reverse      = 1000
spawn_slow         = 1000
spawn_stop         = 1000
spawn_speed_shot   = 1000
spawn_lightning    = 500
spawn_bomb         = 500
spawn_color_bomb   = 500
spawn_wild         = 1000
spawn_scorpion     = 500

// Powerup Scoring
scoring_coin       = 250
scoring_gem_1      = 1000
scoring_gem_2      = 2000
scoring_gem_3      = 3000
scoring_gem_4      = 4000
scoring_gem_5      = 5000
scoring_gem_6      = 6000
scoring_gem_7      = 7000
scoring_gem_8      = 8000
scoring_gem_9      = 9000
scoring_gem_10     = 10000
scoring_gem_11     = 11000
scoring_gem_12     = 12000
scoring_gem_13     = 13000
scoring_gem_14     = 14000
scoring_gem_15     = 15000

Luxor 2

Documentation for Luxor 2

Luxor 2

State File Modification

State files control certain functions of UI screens in games using the Luxor 2 engine. They have an extension of sm and can be found in data/state.

For Luxor 2 (not HD), you may want to use a pre-fixed plaintext version of the state folder that should work with all versions HERE.

General Ideas

Here's some basic ideas you could do with state files:

But before you get too excited, know that you can't do these:

Basic State File Modification

Creating Simple Screens

Let's say we'd like to create a simple confirmation screen for when the player wants to exit. We don't need to worry much about it - the UI system takes care of our UI elements, and the state system takes care of the "programming".

First we need to look at vars_pc.gvf (Don't mind the iOS and x360 files, unless you're over your head and want to create a Luxor AR HD mod for Android devices, then yes, go ahead).

   7  global TOPLEVEL_UI = ~data/scripts/interface/toplevel.ui
   8  global TRANSITION_UI = ~data/scripts/interface/transition.ui
   9  global GAME_UI = ~data/scripts/interface/game.ui
  10  global DIALOG_OPTIONS_UI = ~data/scripts/interface/dialog_options.ui
  11  global DIALOG_MODE_SELECT_UI = ~data/scripts/interface/dialog_mode_select.

As you can see, the vars pretty much define UI files for state machine files. We want to define a new UI here, as shown:

   7  global TOPLEVEL_UI = ~data/scripts/interface/toplevel.ui
   8  global TRANSITION_UI = ~data/scripts/interface/transition.ui
   9  global GAME_UI = ~data/scripts/interface/game.ui
+ 10  global DIALOG_CONFIRM_EXIT = ~data/scripts/interface/dialog_confirm_exit.ui
  11  global DIALOG_OPTIONS_UI = ~data/scripts/interface/dialog_options.ui

We're going to the ui files now. I'm not going to talk much about it, but we're mostly interested in the Command property.

  ..   uiButton Button_ActuallyQuit
  ..   {
  ..      Position = [ 108.000000, 390.000000, 0.000000 ]
  ..      AnchorHorz = CENTER
+ ..      Command = "QuitForReal"
  ..      uiTextWidget Text
  ..      {
  ..         Text = T( "Yes" )
  ..      }
  ..      uiSprite Icon
  ..      {
  ..         Style = "Icon"
  ..         Position = [ 48.000000, 48.000000, 0.000000 ]
  ..         Color = [ 1.000000, 1.000000, 1.000000, 0.908038 ]
  ..         AnchorHorz = CENTER
  ..         AnchorVert = CENTER
  ..         Sprite = ~data/scripts/interface/styles/dialog/button_ipad/sprites/icons/quit_game.png
  ..         BlendMode = ADD
  ..      }
  ..   }

The command name does not matter as long as it's readable and it's the exact same name you'll be using in the state file.

The state machine file we're interested in is

  37   Command "Profiles"     StateMachine::csPushState "Profile_Manage"
  38   Command "Play"         StateMachine::csPushState "ModeSelect"
  39   Command "Options"      StateMachine::csPushState "Options"
  40   Command "HighScores"   StateMachine::setState "HighScores"
  41   Command "Instructions" StateMachine::setState "Instructions"
  42   Command "Achievements" StateMachine::setState "Achievements"
  43   Command "MoreGames"    enClientLocal::invoke_3rdPartyMoreGamesURL
  44   Command "QuitMenu"     StateMachine::setState "MainMenuQuit"

The string after the keyword "Command" is what triggers the function/callback/whatever in the right. We want to change line 44 to something like:

  37   Command "Profiles"     StateMachine::csPushState "Profile_Manage"
  38   Command "Play"         StateMachine::csPushState "ModeSelect"
  39   Command "Options"      StateMachine::csPushState "Options"
  40   Command "HighScores"   StateMachine::setState "HighScores"
  41   Command "Instructions" StateMachine::setState "Instructions"
  42   Command "Achievements" StateMachine::setState "Achievements"
  43   Command "MoreGames"    enClientLocal::invoke_3rdPartyMoreGamesURL
! 44   Command "QuitMenu"     StateMachine::csPushState "ConfirmExit"

We want to "push" the state and not "set" it, because our exit confirmation dialog is a pop-up, not full-screen. All we need to do now is to create the new state!

+ ..   StateDialog ConfirmExit : BaseState
+ ..   {
+ ..      Dialog = DIALOG_CONFIRM_EXIT
+ ..   
+ ..      Command "Cancel"          StateMachine::popState
+ ..      Command "QuitForReal"     StateMachine::setState "MainMenuQuit"
+ ..   }

You might be able to understand quickly how this works now. The "Cancel" command just "pops" the state and goes back to the previous state (which is the main menu). The "QuitForReal" command sets the state to "MainMenuQuit", which is already defined, which well... exits the game!

Think of the "Command" property as an alias to a function, with the state file providing the "link" to the function.

Assigning Music to Screens

Let's say we want to change the adventure Stage Map to play something else instead of the same old boring main menu theme. First we need to modify data\game\music.gvf.

We just need to add a new objEffectMap, like so:

   1  objEffectMap Menu
   2   {
   3      Effect = ~data/scripts/effects/sound/music/menu.ofx
   4   }
+  6   objEffectMap Map
+  7   {
+  8      Effect = ~data/scripts/effects/sound/music/map.ofx
+  9   }
  11  objEffectMap Level
  12  {
  13     Effect = ~data/scripts/effects/sound/music/level.ofx
  14  }

The OFX file handles the actual music track, we just need to create one, like so:

   1  objEffect MapMusic
   2  {
   3     Loop = true
   4     ObjectOffset = "Normal"
   6     eiSound Song
   7     {
!  8        File = ~data/music/sparkleunleashed-map.ogg
   9        HandleGroup = "Music"
  10     }
  11  }

Then we edit data\state\common\ like so:

  31   StateDialog StageMap_Adventure : BaseState
  32   {
  34      TrTransInDone = gameClientLocal_Luxor::trigger_advanceLevelCb
  36      Init   = gameClientLocal_Luxor::init_stageMapAdventureCb
+ 37      Init   = enClientLocal::setMusicPlaylist "Map"
  39      Command "Cancel"   gameClientLocal_Luxor::command_quitGame "StageMap_QuitGame"
  40      Command "Start"    gameClientLocal_Luxor::command_startGameCb
  41      Command "SignOut"  StateMachine::setState "TransToMainMenu"
  42   }

And now when you enter the stage map (not the Challenge of Horus stage map), the new map music track should play. It should also stop playing when you return to the Main Menu.

Documentation, So Far

Common Properties


Init = namespace::Function

A function is called on state initialization.


Term = namespace::Function

A function is called on state termination.




StateMachine::csPushState "StateLabel"

Pushes a state into the current stack. Used for modal dialogs (such as confirmations).



Pops the current state pushed by csPushState and returns to the previous state.


StateMachine::csPopPushState "StateLabel"

Pops the current state, then pushes a state into the current stack.


StateMachine::setState "StateLabel"

Sets the state. Used for screens, like the High Scores screen or the Achievements screen.



enClientLocal::setMusicPlaylist "Label"

Sets the currently playing music to the objEffectMap defined in music.gvf.



Stops any playing music.



gameClientLocal_Luxor::command_newGameOrContinueGameCb "Pause" | "Menu"


⚠️ Luxor Evolved-specific.

gameClientLocal_Luxor::command_newGameOrContinueGameCb "DifficultySelect"

Checks if there's a currently running game. Else, show the difficulty selector.

State Types


Represents a dialog UI.

StateDialog Label : BaseState



NAME_OF_DIALOG must be defined in the target vars file (usually vars_pc.gvf).

DialogTransIn  = true
DialogTransOut = false

Both properties are boolean. Tells the game if the dialog should transition in or out.

EffectTransIn  = "LabelOfObjEffectMap"
EffectTransOut = "AnotherObjEffectMap"

Both properties take a string. Uses these effects as transin/out effects.

Command "Label"  namespace::Function

A function is called when the command is invoked. Must be defined in the ui file.


Used in gsv_*.sm files. I don't recommend you poking around gsv_*.sm and gcl_*.sm files, since they pretty much handle the game itself.

StateServer_Luxor Label : Server_Common



⚠️ Luxor Evolved-specific.

MusicState = "NameOfMusicState"

Sets the music state of the level.

Luxor 2

UI File Modification

UI files control the layout of a specific element in the game - including level backgrounds.


Every object should have it's type and an optional label, with 3 spaces as indentation:

uiFrame theLabel
   uiSprite theLabel


A uiFrame is a container, usually used for dialog boxes. uiFrames can be adjusted with a uiFlowLayout.


A uiScrollFrame is just like a uiFrame. However, overflow content is clipped and scrollbars appear.


A uiContainer is usually used for adding props, or as an anchor for OFX files.


A uiInputFrame is a container usually used for buttons or controls to change it's contents or icon depending on the active input device, such as a mouse or a controller.


A uiDialog is the root of either a dialog box, or a dialog screen.


⚠️ Luxor Evolved-specific.

A uiSpectrumFrame is a container for uiSpectrumChannels. However, it is not a direct replacement for a uiFrame. A uiSpectrumFrame still needs to be wrapped in a uiFrame.


A uiFlowLayout controls the layout of a uiFrame. This can be used to create grids, for example.


An objEffectMap applies an OFX file to an object. It takes the object label as the event.


objEffectMap Idle
   Effect = ~data/maps/town/idle.ofx

Valid labels are:


A uiBackground defines the background of an object. It can be a fixed size or a 9-slice background.


A uiTextWidget inserts text into a container.


A uiButton represents a button contained by it's elements.


A uiProgressBar represents a progress bar, usually used in the level HUD to indicate a rough amount of spheres left to destroy, or in the splash screen to indicate loading progress.


A uiSprite adds a sprite to a container.

Common Properties

Luxor 2

GVF Types

Simple Types

Localized String

T( "string" )

Often used in UI elements.


[ 1, 2, 3<,4> ]

So far only used for numbers. Commonly used in UI and OFX.

Luxor 2

General GVF Syntax

GVF files are (presumedly) "Game Variable Files" that also take on different extensions depending on the usage:





# path/to/whatever/you/need.txt

It doesn't have to end with txt.


varname = value

To assign it globally, add global before the variable name. This is only done in vars.gvf:

global varname = value


Other for any non-specific documentation.



Each game engine (and some specific games) have their own limitations which you should keep in mind:

Luxor 1/AR

Engine Specific

Luxor 1

Luxor 2

Engine Specific


Enabling Cheats

When developing mods, you may want to enable built-in cheats to test a specific level.

Luxor 1/AR

Luxor 2 (and games that use it's engine)

Open it's Options menu and press PgUp+PgDown at the same time. This will open a dialog asking if you want to enable cheats permanently for the current profile.

Once enabled, you can go to Options > Cheats to access the following cheats:


Mod Debugging & Errors

You're in the middle of testing and you just made something new. And then when it loads... BAM! Your game explodes and you have no idea where to look.

Obtaining Legal Copies of Luxor Games

Since Luxor games are pretty quite dated at this point (2005), you may think that none of these games work anymore. However, there are still proven ways to obtain a working copy of these.