# Accessibility mod — developer documentation Making *Sulphur Memories: Alchemist* 0.4.2 blind-accessible. Player-facing keymap and setup: `accessibility/README.md`. **Picking this up mid-stream? Read [scratch.md](scratch.md) first.** It is the living handoff document: current state, every bug found and why, and the traps. | Doc | Contents | |---|---| | [scratch.md](scratch.md) | **Start here.** Working state, bugs found, gotchas, keymap, how to run the testbed. | | [01-architecture.md](01-architecture.md) | How the game is built: states, console, level model, keybindings. | | [02-hooking-strategy.md](02-hooking-strategy.md) | How the mod attaches with (near) zero edits to game files. | | [03-implementation-plan.md](03-implementation-plan.md) | The original six-phase plan, with outcomes. | | [04-open-questions.md](04-open-questions.md) | Questions raised; see 05 for answers. | | [05-decisions.md](05-decisions.md) | Decisions made, and the D4 correction. | ## Status **Phases 0–5 complete.** 23 state descriptors, 5 patches, 26/26 testbed checks, history unit tests passing. **Game-file footprint: one line in `main.lua`.** Verify at any time: ``` git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ':!CLAUDE.md' ``` ## The three findings that shaped everything 1. **The game was already keyboard-complete.** All 28 states implement `keypressed`, with a full rebindable-keys system. The gap was that nothing *announced* what was focused — so the job was narration, not reimplementation. 2. **The game already writes the text.** `console.print` is a single chokepoint for all log messages; `level.getCursorMessage()` describes tiles; `inventoryCursorPopup.set` covers four screens. Mostly we re-route existing strings to speech rather than writing a description engine. 3. **Everything is a `require`d singleton, and `debug.getupvalue` works.** Module functions can be patched in place, and file-local focus variables (`selectedOption`, …) are readable from outside. Hence the one-line footprint. ## Architecture in one breath `main.lua` calls `require("accessibility").initialize()`. That patches module singletons (`console.print`, `popupStack.add`, `inventoryCursorPopup.set`, `modules.slider`), wraps `states.switch` / `update` / `keypressed` / `textinput`, and installs a global hotkey layer. Per-screen narration lives in `accessibility/states/.lua` descriptors, read via `debug.getupvalue`. A startup self-test reports which patches and probes still resolve — the canary for a future game version moving something.