# SCRATCH — current working state **Read this first on any handoff.** Living document: update it whenever state changes, before ending a turn. Last updated: 2026-08-01 · Currently: **Phases 0–1 done, menus + dialogue done. Phase 2 (tile examination) next.** **Game is now playable start-to-finish by ear** from main menu through the intro conversation into gameplay — verified by the testbed, 9/9 checks. ### Run the testbed (do this after any change) ``` cd "D:/code/Sulphur Memories Alchemist 0.4.2 sanctified" rm -rf ~/AppData/Roaming/LOVE/Alchemist # start from a clean save "C:/Program Files/LOVE/lovec.exe" . --a11y-test ``` It drives the game by code via `love.event.push`, navigating by *reading* focus rather than counting keypresses. Every bug listed below was caught by it. --- ## What this project is Blind-accessibility mod for *Sulphur Memories: Alchemist* 0.4.2 (LÖVE 11.5, Lua/LuaJIT), extracted to `D:\code\Sulphur Memories Alchemist 0.4.2 sanctified`. All mod code lives under `accessibility/`. Design goal: **change as little game code as possible** so the mod re-applies cleanly to new versions. Full research is in `accessibility/docs/` — read `README.md` there for the map. --- ## Confirmed decisions (do not relitigate) | # | Decision | |---|---| | D1 | Dev uses system LÖVE at `C:\Program Files\LOVE\` (`lovec.exe` for console output). Distribution deferred. | | D2 | Tracker hierarchy: category (`Ctrl+PgUp/Dn`) → kind (`PgUp/Dn`) → instance (`Shift+PgUp/Dn`), `Home` = distance+direction. | | D3 | **Small explicit patches** to game files are allowed where they simplify things — but every state descriptor also carries a `probe` spec so we can flip to zero-edit `debug.getupvalue` mode if the game ships fused on Steam. `render` is shared by both backends. | | D4 | Six tracker categories confirmed and coverage-verified: Creatures / Items / Exits / Interactables / Terrain features / Alchemy. | | — | Screen reader: **NVDA**. Running the game via `lovec` during dev is approved. | | — | User is blind — all verification must be describable in text; don't rely on screenshots. | ## Still-open questions (in `04-open-questions.md`) Q3 verbosity (relay vs augment) · Q4 console auto-speak policy · Q5 wall-tone triggers · Q6 keybinding integration vs separate · Q8 full keyboard audit as deliverable? None block Phase 0. Q4 lands in Phase 1, Q5 + verbosity in Phase 2. --- ## Key facts worth not rediscovering - **`console.print(msg, colorTemplate)`** in `modules/console.lua` is the *single* chokepoint for all game log text. Repeated identical messages coalesce into `"msg (x3)"` via a `times` counter. Buffer entries expire after 3s — useless as history, so we keep our own. - **`level.getCursorMessage()`** returns the description under the examine cursor (actor first, then top visible tile). The game already has a full arrow-key examine mode: `states/ingame_observe.lua`. - **`cursorPopup.set(...)`** — patching `views/inventoryCursorPopup.lua` + `views/levelCursorPopup.lua` narrates focus in `inventory`, `craft`, `refine`, `trade`, `ingame_observe` at once. - **All 28 states already implement `keypressed`.** The gap is narration, not reachability. - **`modules/tile.lua:234`**: `tile.tryInteract = (self.loot or self.tryInteractFunction) and function...` — authoritative "player can do something here" flag. Basis of tracker classification. - **Template counts:** 231 tiles, 40 actors, 344 items. Parent inheritance is *already flattened* by `modules/tile/preprocess.lua` during `love.load`, so read fields directly. - **6 un-nameable mechanical templates to exclude:** `blank`, `throw_blocker`, `movement_blocker`, `fire_detector`, `wall_features_position_dummy`, `ladder_down_hidden`. - **`debug.getupvalue` works** on this Lua build — verified reading `selectedOption` / `optionsList` from a state's `keypressed`. - **Tolk constraint:** `ffi.load("Tolk")` uses the OS loader, so DLLs must sit next to `love.exe` — they can *never* live inside a `.love` archive. - `tolk.lua` calls `Tolk_Load()` at require time with no error handling, and `Love2talk.lua` leaks `backend` as a global. Always `pcall` the require. --- ## Current status ### Done - Full architecture research → `docs/01-architecture.md` - Hooking strategy → `docs/02-hooking-strategy.md` - Phased plan → `docs/03-implementation-plan.md` - Open questions → `docs/04-open-questions.md` - Decisions + category coverage proof → `docs/05-decisions.md` ### Done — Phase 0 (bootstrap) · commit `5c581ed` - `git init`, pristine tree committed and tagged **`vanilla-0.4.2`** (commit `bbb70d0`, 1838 files, `accessibility/` deliberately excluded so the tag is genuinely clean). - love2talk vendored to `accessibility/vendor/love2talk/` — see `VENDORED.md` there for the five local modifications. - **DLL elevation problem solved.** `Tolk.dll` etc. live in `accessibility/lib/` and are loaded by *absolute path* via `love.filesystem.getSource()`, with `SetDllDirectoryA` pointing at that folder so Tolk can find its own screen-reader clients. No admin rights, no copying into `Program Files`. Tracked in git via a `!accessibility/lib/*.dll` un-ignore. - `accessibility/speech.lua` — pcall-guarded, frame-queued, `logToConsole = true`. - `accessibility/init.lua` — patch registry + `states.switch` / `states.update` hooks + startup self-test. - `accessibility/stateNames.lua` — spoken names for all 28 states. - **One line added to `main.lua`.** Nothing else in the game touched. **Verified working** via `lovec.exe .`: ``` [accessibility] TTS initialised [accessibility] TTS: available [accessibility] speech channel: yes [speech]! Main menu ``` ### Done — Phase 1: console history + review keys · + wall tones - `accessibility/history.lua` — unbounded (1000-entry ring) history. Mirrors the game's `(xN)` coalescing so speech matches the screen. Review cursor **holds still while new lines arrive** and only follows the tail when not being used. - `accessibility/hotkeys.lua` — global key layer in front of `states.keypressed`. - `accessibility/patches/console.lua` — wraps `console.print` (calls the real one *first*, so a mod bug can't swallow an on-screen message) and `console.clear`. - `accessibility/walltones.lua` — see below. - `accessibility/tests/test_history.lua` — 16 assertions, all passing. Run with: `lua accessibility/tests/test_history.lua` (pure Lua, no LÖVE needed). **Auto-speak policy (Q4, answered):** speak everything, queued and joined in order at end of frame. Any keypress that reaches the game counts as an explicit action and silences the pending backlog (`hotkeys.onGameKey` → `speech.silence`). **⚠ Not yet verified in-game.** Loading, the self-test, and history logic are all confirmed. Whether console speech and wall tones behave correctly *during play* needs a human at the keyboard — Talon to test. ### Keymap so far | Key | Action | |---|---| | `[` / `]` | Previous / next console history line | | `Shift+[` / `Shift+]` | Oldest / newest line | | `\` | Repeat current line | | `Shift+\` | Copy current line to clipboard | | `/` | Scan all 8 neighbours, clockwise from north (terse) | | `;` | Where am I — level, in-game time, coordinates | | `Ctrl`+numpad 1–9 | Probe that direction without moving (`Ctrl+kp5` = standing on) | Game keys worth knowing: **`x`** enters examine mode (not `e`), `f` finds exits while examining, `j` journal, `i` inventory, `c` character, `a` actions menu. Reserved for the tracker (Phase 3): `PageUp`/`PageDown`, `Home`, with Ctrl/Shift. **Free scancodes** (game binds none of these): `[ ] \ ; ' , / - =`, `h k l m n o p u v w`, `F1`–`F12`, `pageup pagedown home end insert`, `kp0 kp. kp+ kp- kp* kp/`. **Game-claimed scancodes — never bind these unmodified:** `. 0-9 \` a b backspace c d delete down e escape f g i j kp1-kp9 kpenter lalt lctrl left lshift mouse3 q r ralt rctrl return right rshift s space t tab up x y z` ⚠ **`keybindings.getCommand()` dispatches on scancode alone and ignores modifiers.** Ctrl and Shift are *held* modifiers in game (`moveCamera`, `repeatAction`/`adjustByFive`). So `Ctrl+Up` is seen by the game as plain "up" — a movement. Never bind a modifier combo over a game-claimed scancode. Combos over *unclaimed* scancodes (e.g. `Ctrl+PageUp`) are safe. Always consume our keys. ### Wall tones (Q5, answered: on step, 3D-positioned, radius 5) Key design point, in `walltones.lua`: **direction and distance are decoupled.** The game's listener sits at the camera, 4 units above the plane, with an *inverse* distance model. Placing a tone at its wall's real position would (a) make far walls quieter — the opposite of what was asked — and (b) collapse the pan toward centre, since the 4-unit vertical offset dominates a 2-unit horizontal one. So: the source is placed at a **fixed radius** from the listener in the wall's direction, at the listener's own height (pure horizontal pan, constant attenuation), and **volume is computed explicitly** from distance. Positioned relative to the listener via `love.audio.getPosition()`, so panning stays correct even while the camera is panned away. Step detection **polls** `playerActor.x/y` each frame instead of hooking movement — free, and covers walking, pathing, portals and pushes by construction. ⚠ `config.louderWhenFurther = true` as requested, but this inverts the usual convention (proximity cues normally get louder as you approach, and a near wall is the more urgent fact). Flip the flag in `walltones.lua` if it reads backwards. Respects `FoV`/`rememberedFoV` — never leaks unseen map geometry. ### Done — Menu narration (Phase 4, pulled forward) + testbed Pulled forward because menus were a **blocker**: Talon could hear the screen name but not the selected option, so the game could not be started at all. - `accessibility/menus.lua` — descriptor driver. Supports both D3 backends (`probe` via `debug.getupvalue`, `patched` via injected announce calls); the per-screen `render` is shared. Includes the probe self-test. - `accessibility/states/{main_menu,settings_menu,load_game,new_game,narration}.lua` - `accessibility/testbed.lua` — drives the game by code. `lovec.exe . --a11y-test` **Verified end to end: main menu → new game → name entry → intro narration → gameplay, 8/8 checks passing.** Console patch smoke-tested including the `(x2)` fold and review keys. #### Three real bugs the testbed caught 1. **`love.keypressed` was bound to the pre-wrapper function.** `states.setup()` does `love[callback] = love[callback] or states[callback]`, capturing **by value**, and it runs before us. `main.lua` defines `love.load/update/ mousepressed/mousereleased/quit` but NOT `keypressed`/`textinput` — so those were frozen to the original. Replacing the `states` table field alone did nothing. **Fix: reassign `love.keypressed`/`love.textinput` after wrapping.** `states.switch`/`states.update` were fine — looked up on the table at call time. ⚠ Any future callback we wrap needs the same treatment. 2. **Focus moves with no keypress.** `main_menu.mousemoved` assigns `selectedOption` straight from cursor position, so wherever the mouse rests silently overrides selection — including at startup. **Fix: poll focus in the update hook** rather than announcing only on keypress. `announceScreen` now speaks only the screen name and lets the poll add focus a frame later (`justSwitched` makes that first one non-interrupting so it appends). 3. **Probes may need chaining.** `narration.keypressed` doesn't touch `displayData`/`currentPage`/`currentLoadedLine` — it only calls `continueNarration()`, so they are upvalues of *that* function. The descriptor reaches `continueNarration` as an upvalue of `keypressed`, then reads through it. Expect this pattern in other states. #### Also learned - `states.lua` loads states via `require("states/"..name)` — a **SLASH**. `require()` caches on the exact string, so `require("states.main_menu")` would load a *second independent copy* with its own upvalues. Always match the slash. - **Plain movement is silent** — `actions/move.lua` only prints when a move fails (bound, immobilized). Walking proves nothing about the console patch; drive `console.print` directly to test it. ### Done — dialogue narration + wall tone retrigger fix **`ingame_dialogue` descriptor.** Speaks speaker + message on a *node* change, but only the response on a *selection* change (re-reading the whole speech every time you move between responses would be unusable). Responses can also be picked directly with number keys 1–0, which the game already supports. Two more bugs found and fixed: 4. **Nested `states.switch` announced in reverse.** `ingame.open()` sees `world.pendingDialogue` and switches straight to `ingame_dialogue`. Since we announce *after* `realSwitch` returns, the inner announcement ("Conversation") fired first and the outer ("Game") then interrupted and clobbered it. **Fix: after switching, if `states.getCurrent() ~= newState`, stay quiet** — a nested switch already announced. 5. **Double numbering.** The game already prefixes response text with its number (`"1. (Continue)"`, matching the number key that selects it), so adding ours gave `"1. 1. (Continue)"`. Now only added when absent. **Wall tones — retrigger fix (per Talon: "stop previous tones and play new ones").** Tones are **2.33 s, mono, 44.1 kHz**. Steps land far faster than that and up to four directions sound at once, so they stacked into a continuous drone. Now each direction stops its previous source before starting a new one, so it reads as a per-step cue layered over footsteps, and the volume you hear always reflects where you're standing now. `playing` is cleared on level change. *(Mono matters: OpenAL only spatialises mono sources. Stereo would not pan.)* ### Done — Phase 2: tile examination + surroundings - `accessibility/describe.lua` — shared spatial formatting. 8-point compass, **Chebyshev** distance (the game moves 8-directionally, so Euclidean would overstate diagonals), and `tileFacts()` / `tile()`. Verbosity setting (`terse`/`normal`/`verbose`) since sweeping 8 neighbours and inspecting one tile want different amounts of detail. - `accessibility/states/ingame_observe.lua` — narrates the game's examine cursor. - `accessibility/surroundings.lua` — probe/scan/where-am-I without moving. - `accessibility/patches/popups.lua` — wraps `inventoryCursorPopup.set`, covering **inventory, craft, refine, trade** in one patch. **Q3 answered by default: augment, not just relay.** The game's descriptions ("A wooden chair.") carry no position — fine on screen, useless by ear. We append distance + direction, and blocked/has-items/water at normal verbosity. #### Design note: why examine mode is polled, not popup-driven `levelCursorPopup.set` is called from an **animation-completion callback**, so unless the player enables the game's `quickExaminationPopup` option the text lands a full keypress late — in testing you heard the *previous* tile while standing on the next. The `ingame_observe` descriptor polls `level.cursorX/Y` instead: same-frame, setting-independent, no game edit. `levelCursorPopup` is therefore deliberately **not** patched; only `inventoryCursorPopup` is. *(The level model is a closure instance, not a module, so it can't be patched at require time — reading its public fields is the decoupled route.)* #### Testability seam `hotkeys.isCtrlDown` / `isShiftDown` are overridable fields, not direct calls to `love.keyboard.isScancodeDown`. Real hardware state can't be faked by `love.event.push`, so without this seam every modifier-gated hotkey would be untestable. The testbed swaps them per keypress. ### Known gaps (next up) - **Phase 3: object tracker** — the headline feature, not started. - Wall tone retrigger fix not yet confirmed by ear. - `ingame` itself has no descriptor (player status: HP, statuses, current action). - `worldmap`, `journal`, `character`, `research`, `inventory`, `craft`, `refine`, `trade`, `actions_menu`, `alchemy_table`, `keybindings_menu`, `config_menu`, `menu_text`, `ingame_message`, `menu_message` still have no descriptors. ### Next — Phase 2: tile examination Patch `views/levelCursorPopup.set` to narrate the game's existing examine mode, augmented with distance/direction/passability. Then the surroundings explorer (`Alt`+numpad to probe a direction without moving). Needs Q3 (verbosity) answered. --- ## Invariants for all mod code 1. Every wrapper calls through to the original and returns its results verbatim (`return realFn(...)` — preserve multiple returns). 2. Speech must never throw. Missing DLL ⇒ silent no-op, game still runs. 3. No behaviour change for sighted players. 4. Never reveal information outside `FoV` / `rememberedFoV` — the tracker must not become a cheat. 5. Grid scans (`xMax × yMax`) happen on keypress or turn change, never per frame. 6. Our keys fall through to the game handler unless we own them. --- ## Modified game files (keep this list exhaustive) | File | Change | Why | |---|---|---| | `main.lua` | +1 line: `require("accessibility").initialize()` after `console.prepare()` | Sole mod entry point. Placed there because templates, keybindings, `states.setup()` and the console canvas are all ready by then, and it's before the first `states.switch()`. | Verify this list is exhaustive at any time with: ``` git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ``` Currently: `main.lua | 1 +`. ### How to run ``` cd "D:/code/Sulphur Memories Alchemist 0.4.2 sanctified" "C:/Program Files/LOVE/lovec.exe" . ``` `lovec` (not `love`) gives the console, where `[speech]` lines mirror every utterance — speech is verifiable from the log, not only by ear. `!` after `[speech]` means the utterance interrupted. --- ## Scratchpad / notes - `.luacheckrc` uses `std = "min+alch"` with an explicit globals list — add mod globals there to keep lint clean. - Upstream quirk (not ours to fix): `modules/tile/preprocess.lua` flattens parents in a single `pairs()` pass, so a grandchild may inherit from a not-yet-flattened parent depending on hash order. - Tolk DLL sources on this machine: `D:\code\cafe`, `D:\code\dragonrpg-mapmaker`, `D:\code\DragonWarriorAccess`.