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Accessibility ModandClaude Opus 5 1f48dea550 publish: make the rewrite deterministic, so publishing fast-forwards
The script ended with `git rm -r accessibility/publish` plus a commit, which
was created fresh with the current time on every run. That changed the tip SHA
even when nothing else had, making the old tip a sibling rather than an
ancestor of the new one -- so every publish was a force-push. It also was not
achieving its stated purpose: `git rm` only removes a file from the tip, so
publish.sh was still present in every older commit of the published repo.

Fold the exclusion into the filter instead, as one filename callback covering
keep, rename and drop. The machinery now leaves the whole history, and the
rewrite is deterministic -- verified by publishing twice into separate
directories and diffing git rev-list --all: all 24 SHAs identical.

Publishing is now `git push`, and a rejected push means something real: that
the dev history itself was rewritten.

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

11 KiB

Development setup

How to get from nothing to a tree you can run, test and publish from. The arrangement is a little unusual, because the mod lives inside a copy of a commercial game that must never be published.

If you are already set up, the only things you need daily are Everyday commands and Publishing.


The two trees

This repository exists in two forms, and the same CLAUDE.md ships in both, so check which one you are in:

Development tree Standalone mod repo
Contents The whole extracted game (1838 files) plus accessibility/ accessibility/ and the docs only
Beside accessibility/ main.lua, states/, models/, … nothing
Can you run the game? Yes No
Can you run the testbed? Yes No
Remote None, deliberately — see Publishing code.iamtalon.me/talon/alchemist-accessibility
Where it comes from You build it, below Generated from the dev tree by publish.sh

The standalone repo is derived, never developed in directly. Every publish rewrites its history from scratch, so any commit made there is destroyed on the next publish. Always work in the development tree.

Everything outside accessibility/ in the dev tree is the vanilla game: read-only reference material. You read it to find out how the game works; you patch it only where the docs sanction, which currently means exactly one line.


What you need

Why Notes
The game, 0.4.2, as an extracted source folder The thing being modded A directory containing main.lua and conf.lua. Not a packed .love, not the Steam build — see below.
LÖVE 11.5 Runs the game conf.lua pins t.version = "11.5". Installed here at C:\Program Files\LOVE\. Use lovec.exe, not love.exe.
Standalone Lua 5.4 Unit tests and syntax checks without launching the game lua and luac on PATH.
A screen reader, or nothing To hear the output Tolk drives NVDA / JAWS / System Access and falls back to SAPI 5. Dev here uses NVDA. Speech is also mirrored to the console, so you can verify from a log with no reader running at all.
uv (for uvx) git-filter-repo at publish time Only needed when publishing.

Optional: luacheck. .luacheckrc is configured (std = "min+alch" with an explicit globals list) but the linter is not currently installed — luac -p is what actually gets run.

Why the game must be an extracted folder

ffi.load("Tolk") goes through the OS loader, not LÖVE's virtual filesystem, so the TTS DLLs must exist as real files on disk. They can never live inside a .love archive. This is also why the mod loads them by absolute path via love.filesystem.getSource(). See accessibility/vendor/love2talk/VENDORED.md.


Building the development tree from scratch

1. Extract the game into a working directory. This tree lives at D:\code\Sulphur Memories Alchemist 0.4.2 sanctified.

2. Commit the pristine game and tag it, before adding any mod code, so the baseline is genuinely clean:

git init
git add .
git commit -m "Vanilla Sulphur Memories: Alchemist 0.4.2"
git tag vanilla-0.4.2

The tag holds 1838 files and no accessibility/ directory. That is the whole point of it: it is what makes the footprint check below trustworthy.

3. Add accessibility/ — copy it in, or clone the standalone repo and move its accessibility/ folder into place.

4. Add the one line to main.lua. In love.load(), immediately after console.prepare():

require("accessibility").initialize() --ACCESSIBILITY MOD: sole entry point

accessibility/publish/install.patch applies exactly this. The placement is not arbitrary: 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().

5. Check the TTS DLLs survived the copy. accessibility/lib/ must contain Tolk.dll, nvdaControllerClient64.dll and SAAPI64.dll.

⚠ .gitignore has a blanket *.dll with a deliberate !accessibility/lib/*.dll un-ignore. If you ever restructure that folder, the DLLs will silently stop being tracked and the mod will be mute for anyone who clones it.

6. Verify. Run the everyday commands. A working setup prints, at startup:

[accessibility] TTS: available
[accessibility] speech channel: yes
[speech]! Main menu

speech channel: NO means the DLLs loaded but nothing is listening — start a screen reader, or expect SAPI.


Everyday commands

Run all of these after any change. The testbed in particular: it has caught essentially every bug in this project, and a change that looks obviously correct is exactly the kind that fails it.

cd "D:/code/Sulphur Memories Alchemist 0.4.2 sanctified"

lua accessibility/tests/test_history.lua     # pure Lua, instant
luac -p accessibility/*.lua                  # syntax only, no LOVE needed

bash accessibility/tests/run-testbed.sh      # ~4 min — save-safe, see below

git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ':!CLAUDE.md'

The last one must print main.lua | 1 +. That is the invariant that keeps the mod cheap to lift onto a new game version.

What matters in the testbed run is 0 failures, not the check count, which varies between runs because several blocks are conditional.

To just play it:

"C:/Program Files/LOVE/lovec.exe" .

Save data

LÖVE writes to ~/AppData/Roaming/LOVE/Alchemist (t.identity = "Alchemist" in conf.lua). The testbed scenario assumes a fresh save and will not navigate correctly without one — it drives a new game from the main menu through the prologue, which has already happened in any real save.

Do not clear that directory by hand. It holds the player's actual playthrough, and rm -rf on it — which is what these docs used to say — destroys it. Use accessibility/tests/run-testbed.sh, which:

  1. Moves the save to Alchemist.a11y-backup.<pid> (never deletes it),
  2. runs the testbed against the empty directory LÖVE then creates,
  3. discards the test run's directory and moves the real save back, from an EXIT trap so this happens on failure, on a crashed run and on Ctrl-C too.

If the restore itself ever fails it says so loudly and leaves the backup on disk rather than pressing on.

Why a wrapper and not something inside the mod: love.load calls config.initialize, keybindings.initialize and user.initialize long before main.lua reaches require("accessibility").initialize(). By the time any of our Lua runs, the save directory has already been read — the swap has to happen around the process.

Override the interpreter path with LOVE=/path/to/lovec.exe if yours differs.

Runtime files the game also drops next to the source during dev (config.json, user.json, keybindings.json, savegames) are already in .gitignore.

Reading the console

lovec.exe gives a console window, and every utterance is mirrored there as a [speech] line — so speech is verifiable from a log rather than only by ear:

Prefix Meaning
[speech]! interrupted whatever was being said
[speech]* urgent, spoken immediately (bypasses the frame queue)
[speech] queued normally

If something mysteriously does not speak

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.


Publishing

The development tree has no git remote, and must not be given one. It holds all 1838 files of a commercial title. Pushing it anywhere would distribute the game.

Publishing therefore means: rebuild a separate repository that contains only the mod, and push that.

sh accessibility/publish/publish.sh

This clones the dev tree to ../alchemist-accessibility-publish and runs git-filter-repo over the clone with a single filename callback that does three things at once: keeps only accessibility/ and CLAUDE.md, lifts accessibility/publish/README.md and install.patch up to the root (so a visitor to the mod repo finds them where they expect), and drops the publish machinery itself from the whole history.

All three being one filter is what makes the rewrite deterministic, and that is worth more than it sounds — see Why this is not a force-push.

Then the check that matters: it lists every path in the rewritten history and aborts if anything that is not the mod or its docs survived. A clean run says:

clean: history contains only the mod and its docs

If it says ABORT: non-mod files present in history, do not push — a game file leaked through the filter.

The script prints the push commands and stops rather than pushing for you:

cd ../alchemist-accessibility-publish
git remote add origin https://code.iamtalon.me/talon/alchemist-accessibility.git
git push -u origin master

⚠ Paste those as separate lines. If a shell wraps the remote add line, the URL ends up on its own and gets run as a command.

Why this is not a force-push

git-filter-repo is deterministic: given the same input commits and the same filter, it produces byte-identical output commits, because it preserves author and committer timestamps and a commit's SHA is a function of its tree and its parents. Verified by running publish.sh twice into different directories and diffing git rev-list --all — all 24 SHAs identical.

So a publish that only adds commits to the dev tree is a plain fast-forward, and pushes only the new objects. Git is content-addressed on top of that: the bulk of the repo is the four wall-tone WAVs (~740 KB) and the Tolk DLLs (~135 KB), and those blobs are keyed by content, so they are never re-uploaded even when a rewrite does happen.

It used to be a force-push every time, for a reason worth not reintroducing. The script ended with a git rm -r accessibility/publish and a git commit, and that commit was created fresh with the current time on every run — so the tip SHA changed even when nothing else had, and the old tip was a sibling of the new one rather than an ancestor. It was also not achieving much: git rm only removes a file from the tip, so publish.sh was still present in every older commit of the published repo. Filtering it out instead fixed both.

If the push is rejected as non-fast-forward, that now means something: the dev history itself was rewritten — an amend, a rebase, or a rebase onto a new game version. --force is correct there, and the mod repo is derived output so nothing is lost. But it should be a deliberate act, not the daily command. A force-push you always run is a force-push you stop reading.

⚠ The corollary, unchanged: any commit made directly in the published repo is destroyed by the next publish. Always work in the development tree.


Rebasing onto a new game version

Commit the new pristine tree on top of the vanilla-0.4.2 baseline, then replay the mod commits. The only game-file conflict possible is the single main.lua line. Then run the startup self-test and read it: it tells you immediately which patches and probes the new version broke.