Accessibility ModandClaude Opus 5 fd06961af5 targeting: say what you are about to hit or throw at
Both aiming modes announced their name and then went silent, so there was
no way to know what the arrow keys were pointing at. Prompted by "it says
targetting, melee, but when I press the arrow keys it does not tell me
what I am currently selecting."

They look like a pair and are not, which is the whole shape of the fix.

Throw has a real free-roaming cursor on level.cursorX/cursorY, so its
descriptor is ingame_observe plus one clause: whether the tile is a legal
target. That clause is recomputed from level.FoV, level.interactableArea
and level.canThrowOnCell rather than read off the state's targetAllowed
upvalue, because ingame_targeting_throw.lua:228 sets targetAllowed false
for the whole 0.3s cursor glide and only the animation's onFinish
restores it -- and mid-glide is exactly when we speak, so it would have
said "blocked" on every single move. The same class of trap as the
examine-cursor popup lag, and the same answer: read the model, not the
view.

Melee has no cursor and no target state at all.
ingame_targeting_melee.lua:184-195 takes one direction key and fires the
callback in that same keypress, so nothing is ever "currently selected"
and there is no focus for a read() to return. Its descriptor speaks only
on entry, listing the eight adjacent tiles -- which are precisely the
legal targets, the game's rule being Chebyshev <= 1. Arrows still commit
immediately; the game plays as it did. A two-step confirm cursor was
considered and rejected for that reason.

That entry line is surroundings.scan()'s sentence, so scan() splits into
describeNeighbours() returning the text and scan() speaking it. onOpen
grows the ability to be a function rather than a fixed string, since the
neighbours differ every time.

menus.selfTest needed a branch for a descriptor with neither read nor
probe -- melee is the first -- or it would index a nil probe and take the
whole self test down with it, which is the one report that must never
fail quietly.

Neither mode is reachable by its key in the prologue: b is filtered out
by the room's level.allowedActions, and t falls through to
gotoInventory() when there is nothing throwable. Found that by writing
the testbed block as keypresses and watching it land in the inventory. It
now drives both states directly, borrowing levelWindow, hpbar and
levelDescriptionWindow off the ingame state's upvalues the way gotoAction
would pass them.

129 testbed checks, 0 failures. The throw block asserts the focus text
CHANGED across a cursor move rather than merely being non-nil, which is
the assertion that would have caught the targetAllowed mistake had it
been made. Still unverified against real content: only "can throw" has
been heard, not "blocked", "out of range" or "no line of sight".

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 16:38:21 +02:00

Alchemist Accessibility

A blind-accessibility mod for Sulphur Memories: Alchemist 0.4.2 — screen reader speech, an object tracker, tile-by-tile exploration and directional wall tones.

Speech goes through Tolk, so it uses whichever screen reader you already have running (NVDA, JAWS, System Access) and falls back to SAPI 5 if none is.

This repository contains only the mod. It does not contain the game, and you need your own copy. Developed against version 0.4.2.


Installing

You need the game as an extracted source folder — a directory with main.lua and conf.lua in it — rather than a packed .love or the Steam build. The mod loads its TTS libraries by absolute path, which cannot work from inside a .love archive.

1. Copy the accessibility/ folder from this repository into the game folder, next to main.lua:

Sulphur Memories Alchemist 0.4.2/
  main.lua
  conf.lua
  states/
  models/
  accessibility/        <- this repository's accessibility/ folder

2. Add one line to main.lua. Find love.load() (around line 95) and add the marked line immediately after console.prepare():

function love.load()
    ...
    user.initialize()
    states.setup()
    console.prepare()
    require("accessibility").initialize() --ACCESSIBILITY MOD: sole entry point
    local messages = require("models.messages")

That is the entire game-side change — one line. Everything else the mod does is applied at runtime from inside accessibility/, which is what lets it be lifted onto a new game version cheaply.

The placement matters: by that point templates are preprocessed, keybindings are loaded, states.setup() has run and the console canvas exists, and it is still before the first states.switch().

If you prefer, install.patch in this repository applies the same change:

git apply install.patch          # from inside the game folder

3. Run the game.

"C:\Program Files\LOVE\love.exe" "C:\path\to\Sulphur Memories Alchemist 0.4.2"

You should hear "Main menu" once it loads.


Checking it works

Run with lovec.exe instead of love.exe to get a console window. Every spoken line is mirrored there, and at startup the mod prints a self-test:

[accessibility] TTS initialised
[accessibility] TTS: available
[accessibility] speech channel: yes
[speech]! Main menu
  • TTS: UNAVAILABLE — the DLLs in accessibility/lib/ were not loadable.
  • speech channel: NO — Tolk loaded but found no screen reader and no SAPI, so nothing will be audible.

The self-test also reports every patch and every menu probe. If a future game version renames something the mod reads, it shows up here at startup as PROBE BROKEN: no upvalue 'x' rather than as silence three screens into a playthrough.


What it adds

Full key list and explanation: accessibility/README.md.

In brief:

Message log [ / ] walk back and forth, \ repeats, Shift+\ copies. New messages are spoken automatically.
Looking around / scans all eight neighbours, ; says where you are, Ctrl+numpad probes one direction without moving. The game's own examine mode (x) is fully spoken.
Object tracker PageUp/PageDown with Ctrl/Shift to move through categories, kinds and instances; Home for distance and path length; Ctrl+Home to walk there.
Your character ' for health and effects, , for the selected action. Damage and healing are announced unprompted.
Wall tones Each step, a tone sounds from the direction of any wall within five tiles, positioned in 3D.
Menus All 23 screens are spoken, including the journal's page text, inventory, crafting, dialogue and the options screens.

The tracker never reports anything outside the game's own field of view or your remembered map — it is an accessibility aid, not a cheat.


Reporting problems

Run with lovec.exe and include the console output. [speech] lines show exactly what was said and when — ! interrupted, * urgent, queued.

The most useful report is something that was silent when it should not have been, together with the screen you were on and the key you pressed.


For developers

Start with CLAUDE.md for orientation, then accessibility/docs/ — docs/README.md maps it, and docs/scratch.md is the living handoff document with the current state of play and the traps already discovered.

There is a code-driven test harness that plays the game by itself and checks what gets spoken:

"C:\Program Files\LOVE\lovec.exe" . --a11y-test

Design goal throughout: change as little game code as possible, so the mod re-applies cleanly to a new game version.


Credits and licensing

The mod is built on love2talk (vendored in accessibility/vendor/love2talk/, see VENDORED.md there for the local modifications and the licence).

accessibility/lib/ contains:

  • Tolk — screen reader abstraction, LGPL 3.0
  • nvdaControllerClient64.dll — NVDA controller client
  • SAAPI64.dll — System Access API

These ship with the mod because Tolk loads them through the OS loader, so they must sit on disk beside the game rather than inside an archive.

Sulphur Memories: Alchemist is the property of its developers and is not included or redistributed here.

S
Description
Accessibility mod for alchemist
Readme
1.2 MiB
Languages
Lua 98.9%
Shell 1.1%