The setup is unusual enough to need its own page, and the facts were scattered across scratch.md, CLAUDE.md and publish.sh: the mod is developed inside a copy of a commercial game, so the dev tree deliberately has no remote and publishing means rebuilding a filtered repo and force-pushing that instead. docs/00-dev-setup.md covers the two-tree arrangement and which one you are in, prerequisites and why the game must be an extracted folder rather than a .love (ffi.load goes through the OS loader), building a dev tree from scratch including the vanilla-0.4.2 baseline tag and the one main.lua line, the everyday commands, the save location, reading the [speech] console and the startup self-test, and the publish flow with its leak check. Linked from CLAUDE.md and the docs index. No code change. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
54 lines
2.7 KiB
Markdown
54 lines
2.7 KiB
Markdown
# Accessibility mod — developer documentation
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Making *Sulphur Memories: Alchemist* 0.4.2 blind-accessible.
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Player-facing keymap and setup: `accessibility/README.md`.
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**Picking this up mid-stream? Read [scratch.md](scratch.md) first.** It is the
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living handoff document: current state, every bug found and why, and the traps.
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| Doc | Contents |
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|---|---|
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| [scratch.md](scratch.md) | **Start here.** Working state, bugs found, gotchas, keymap, how to run the testbed. |
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| [00-dev-setup.md](00-dev-setup.md) | **Setting up.** The two trees, prerequisites, building the dev tree, everyday commands, publishing. |
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| [01-architecture.md](01-architecture.md) | How the game is built: states, console, level model, keybindings. |
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| [02-hooking-strategy.md](02-hooking-strategy.md) | How the mod attaches with (near) zero edits to game files. |
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| [03-implementation-plan.md](03-implementation-plan.md) | The original six-phase plan, with outcomes. |
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| [04-open-questions.md](04-open-questions.md) | Questions raised; see 05 for answers. |
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| [05-decisions.md](05-decisions.md) | Decisions made, and the D4 correction. |
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## Status
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**Phases 0–5 complete.** 23 state descriptors, 5 patches, 34/34 testbed checks,
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history unit tests passing.
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**Game-file footprint: one line in `main.lua`.** Verify at any time:
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```
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git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ':!CLAUDE.md'
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```
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## The three findings that shaped everything
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1. **The game was already keyboard-complete.** All 28 states implement
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`keypressed`, with a full rebindable-keys system. The gap was that nothing
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*announced* what was focused — so the job was narration, not reimplementation.
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2. **The game already writes the text.** `console.print` is a single chokepoint
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for all log messages; `level.getCursorMessage()` describes tiles;
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`inventoryCursorPopup.set` covers four screens. Mostly we re-route existing
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strings to speech rather than writing a description engine.
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3. **Everything is a `require`d singleton, and `debug.getupvalue` works.** Module
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functions can be patched in place, and file-local focus variables
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(`selectedOption`, …) are readable from outside. Hence the one-line footprint.
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## Architecture in one breath
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`main.lua` calls `require("accessibility").initialize()`. That patches module
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singletons (`console.print`, `popupStack.add`, `inventoryCursorPopup.set`,
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`modules.slider`), wraps `states.switch` / `update` / `keypressed` / `textinput`,
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and installs a global hotkey layer. Per-screen narration lives in
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`accessibility/states/<statename>.lua` descriptors, read via `debug.getupvalue`.
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A startup self-test reports which patches and probes still resolve — the canary
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for a future game version moving something.
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