Establishes the mod skeleton and gets speech working end to end. Game-file footprint: one line in main.lua. - accessibility/init.lua: sole entry point. Patch registry, hooks states.switch (announces screen changes) and states.update (per-frame speech flush, avoiding an edit to love.update). Startup self-test prints what resolved -- the canary for when a future game version moves something we hook. - accessibility/speech.lua: TTS wrapper. pcall-guarded so a missing DLL degrades to silence instead of crashing. Queues utterances within a frame and joins them, since one game turn emits several console.print calls and speaking each with interrupt would leave only the last audible. - accessibility/stateNames.lua: spoken names for the 28 states. - accessibility/vendor/love2talk: vendored TTS library, see VENDORED.md. Loads Tolk.dll by absolute path via love.filesystem.getSource() and adds that directory via SetDllDirectory, so the DLLs live in the project instead of needing an elevated copy into Program Files. Verified with lovec against NVDA: TTS available, speech channel yes, 'Main menu' spoken on startup. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2.4 KiB
Vendored: love2talk
Source: d:\code\love2talk (by Piotr, MIT — see LICENSE).
Vendored 2026-08-01 for the Sulphur Memories accessibility mod.
What was copied
Love2talk.lua, tolk.lua, encoding.lua, macspeech.lua, LICENSE.
What was dropped
objc/— Mac-only submodule, ~4 files. Re-add if a macOS build is ever wanted;macspeech.luais kept so that only the submodule is missing.main.lua— upstream's standalone demo, would collide with the game's ownmain.lua.readme.md,.gitmodules,.gitignore— not needed here.
Local modifications
| File | Change | Why |
|---|---|---|
Love2talk.lua |
require "Tolk" → require "accessibility.vendor.love2talk.tolk" |
Upstream assumes it sits at the project root. Also fixes a latent case bug: it required "Tolk" but the file is tolk.lua — works on case-insensitive Windows, would fail elsewhere. |
Love2talk.lua |
backend made local |
Upstream leaked it as a global. The game's .luacheckrc uses a strict globals list, and a stray global risks colliding with game code. |
Love2talk.lua |
say/isSpeaking guard on backend == nil |
On an unsupported OS upstream sets no backend, then dereferences it. Now degrades to silence. |
Love2talk.lua |
added silence() passthrough |
tolk.lua already exposes Tolk_Silence; we need it to cut speech on interrupt. |
tolk.lua |
require "encoding" → require "accessibility.vendor.love2talk.encoding" |
Same path reason. |
Nothing else was touched. encoding.lua and macspeech.lua are byte-identical to upstream.
Runtime requirement — DLLs
tolk.lua does ffi.load("Tolk"), which goes through the Windows loader, not LÖVE's
virtual filesystem. The DLLs therefore cannot live inside a .love archive or in this
folder — they must sit next to the executable (love.exe) or on PATH.
Required next to love.exe:
Tolk.dllnvdaControllerClient64.dll(NVDA — our target screen reader)SAAPI64.dll(System Access)- plus any other screen-reader clients Tolk should support
Love2talk.lua calls trySAPI(true), so with no screen reader running it falls back to
SAPI 5 and still speaks.
Also note tolk.lua calls Tolk_Load() at require time with no error handling — a
missing DLL raises immediately. Always pcall the require; accessibility/speech.lua
does this and degrades to a silent no-op.