# CLAUDE.md ## What this repository is This is an extracted copy of the commercial game *Sulphur Memories: Alchemist* 0.4.2 (LÖVE 11.5, Lua/LuaJIT) — **and the work here is a blind-accessibility mod for it, not game development.** Everything outside `accessibility/` is the vanilla game. Treat it as read-only reference material: you read it to find out how the game works, and you patch it only in the rare case the docs sanction. All mod code lives in `accessibility/`. If a request sounds like a game change ("make the journal readable", "the inventory doesn't work"), it almost always means **"a screen reader user cannot use this"** — the fix belongs in `accessibility/`, not in `states/` or `models/`. ## Read this before doing anything `accessibility/docs/scratch.md` — a living handoff document. It carries the current state of play, confirmed decisions that should not be relitigated, the traps that have already cost real debugging time, and what is verified versus merely written. **Read it first, and update it before you finish.** Then `accessibility/docs/README.md` maps the rest: architecture, hooking strategy, the phased plan, open questions, decisions. `accessibility/README.md` is the *user-facing* manual — the key bindings the mod adds. Update it when you add or change a key. ## Working agreements - **The user is blind.** Every verification must be describable in text. Never rely on a screenshot, and never ask them to check something visually. Console output and testbed transcripts are the evidence. - **Change as little game code as possible**, so the mod re-applies cleanly to new game versions. Currently the entire game-side footprint is one line in `main.lua`. Check it has not grown: ``` git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ':!CLAUDE.md' ``` It must stay `main.lua | 1 +`. The pristine tree is tagged `vanilla-0.4.2`. - **Speech must never throw.** A missing DLL degrades to silence; the game keeps running. Wrappers call through to the original and return its results verbatim. - **Never reveal anything outside `FoV` / `rememberedFoV`.** The mod must not become a cheat. `accessibility/docs/scratch.md` has the full invariant list; these are the ones worth knowing before you write a line. ## Verify after any change ``` lua accessibility/tests/test_history.lua # pure Lua, instant rm -rf ~/AppData/Roaming/LOVE/Alchemist # clean save "C:/Program Files/LOVE/lovec.exe" . --a11y-test # ~4 min ``` The testbed drives the real game by code and navigates by *reading focus* rather than counting keypresses. It has caught essentially every bug in this project, so run it — a change that looks obviously correct is exactly the kind that fails. **What matters is `0 failures`, not the check count**, which varies between runs because several blocks are conditional. Use `lovec.exe` (not `love.exe`) for a console. Every utterance is mirrored there as a `[speech]` line, so speech is verifiable from a log rather than only by ear: `!` interrupted, `*` immediate, ` ` queued. ## If something mysteriously does not speak Run the game and read the startup self-test. It reports every patch and every descriptor probe. Most menu narration reads the game's file-local variables via `debug.getupvalue`, so a renamed local in a future game version shows up there as `PROBE BROKEN: no upvalue 'x'` rather than as silence three screens in. `ok (unset until opened)` is normal.