Adds accessibility/README.md, the player-facing setup and keymap reference -- the thing to read before playtesting. Brings the developer docs in line with what was actually built: - docs/README.md rewritten as an index with current status and a one-paragraph architecture summary. - docs/scratch.md gains a HANDOFF section: state of play, the commands to run after any change, the five traps that each cost real debugging time, what is NOT verified and why, deliberate omissions, and how to rebase onto a future game version. - docs/03-implementation-plan.md gains a status banner listing where the implementation deliberately diverged from the plan (menu narration pulled forward as a blocker, levelCursorPopup not patched, tryInteract insufficient as a tracker filter, testbed added, no settings UI built). - docs/04-open-questions.md gains a resolution banner: Q6 and Q8 remain open. Also records that the testbed check count varies between runs (23-26) because some blocks are conditional, so what matters is zero failures rather than the total. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
31 KiB
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 0–5 COMPLETE. Handed off for playtesting. Remaining work is polish, mod settings and distribution.
Game is playable start-to-finish by ear from main menu through the intro conversation into gameplay, plus journal, character, actions and inventory — verified by the testbed, 26/26 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.
⚠ The check COUNT varies between runs (23–26); this is expected. Several
blocks are conditional — the config-menu section only runs if selectByText
lands on "Options", and mouse-hover can move menu focus at startup (see trap 2).
What matters is 0 failures, not the total.
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)
Answered: Q1 (dev LÖVE), Q2 (tracker hierarchy), Q3 (augment, not relay), Q4 (speak everything queued, cancelled by explicit action), Q5 (wall tones on step, stop-and-replay — confirmed working by ear), Q7/Q10 (patches allowed, probe backend kept open for Steam), Q9 (NVDA, lovec approved).
Still open: Q6 (integrate our keys into the game's rebinding UI, or keep a separate scheme) · Q8 (full keyboard-reachability audit as an explicit deliverable?). Neither blocks Phase 4.
Key facts worth not rediscovering
console.print(msg, colorTemplate)inmodules/console.luais the single chokepoint for all game log text. Repeated identical messages coalesce into"msg (x3)"via atimescounter. 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.inventoryCursorPopup.set(...)— one patch narrates focus ininventory,craft,refineandtrade. ⚠levelCursorPopupis deliberately not patched: it fires from an animation-completion callback and lands a keypress late.ingame_observepollslevel.cursorX/Yinstead.- All 28 states already implement
keypressed. The gap is narration, not reachability. modules/tile.lua:234:tile.tryInteract = (self.loot or self.tryInteractFunction). ⚠ This is not a "worth tracking" signal —wallhas a flavour-onlytryInteractFunction. Structural tiles (blocksMovement and blocksVision) must be excluded first. See the D4 correction in05-decisions.md.- Template counts: 231 tiles, 40 actors, 344 items. Parent inheritance is already flattened by
modules/tile/preprocess.luaduringlove.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.getupvalueworks on this Lua build — verified readingselectedOption/optionsListfrom a state'skeypressed.- Tolk constraint:
ffi.load("Tolk")uses the OS loader, so DLLs must sit next tolove.exe— they can never live inside a.lovearchive. tolk.luacallsTolk_Load()at require time with no error handling, andLove2talk.lualeaksbackendas a global. Alwayspcallthe 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 taggedvanilla-0.4.2(commitbbb70d0, 1838 files,accessibility/deliberately excluded so the tag is genuinely clean).- love2talk vendored to
accessibility/vendor/love2talk/— seeVENDORED.mdthere for the five local modifications. - DLL elevation problem solved.
Tolk.dlletc. live inaccessibility/lib/and are loaded by absolute path vialove.filesystem.getSource(), withSetDllDirectoryApointing at that folder so Tolk can find its own screen-reader clients. No admin rights, no copying intoProgram Files. Tracked in git via a!accessibility/lib/*.dllun-ignore. accessibility/speech.lua— pcall-guarded, frame-queued,logToConsole = true.accessibility/init.lua— patch registry +states.switch/states.updatehooks- 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 ofstates.keypressed.accessibility/patches/console.lua— wrapsconsole.print(calls the real one first, so a mod bug can't swallow an on-screen message) andconsole.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).
Verified in-game by the testbed (console capture + (x2) fold + review keys)
and by Talon at the keyboard (wall tones).
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) |
Ctrl+PageUp / Ctrl+PageDown |
Tracker: previous / next category |
PageUp / PageDown |
Tracker: previous / next kind |
Shift+PageUp / Shift+PageDown |
Tracker: previous / next instance |
Home |
Tracker: distance, direction and path length to current instance |
' |
Health and active effects |
, |
Current selected action |
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 (probeviadebug.getupvalue,patchedvia injected announce calls); the per-screenrenderis shared. Includes the probe self-test.accessibility/states/{main_menu,settings_menu,load_game,new_game,narration}.luaaccessibility/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
-
love.keypressedwas bound to the pre-wrapper function.states.setup()doeslove[callback] = love[callback] or states[callback], capturing by value, and it runs before us.main.luadefineslove.load/update/ mousepressed/mousereleased/quitbut NOTkeypressed/textinput— so those were frozen to the original. Replacing thestatestable field alone did nothing. Fix: reassignlove.keypressed/love.textinputafter wrapping.states.switch/states.updatewere fine — looked up on the table at call time. ⚠ Any future callback we wrap needs the same treatment. -
Focus moves with no keypress.
main_menu.mousemovedassignsselectedOptionstraight 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.announceScreennow speaks only the screen name and lets the poll add focus a frame later (justSwitchedmakes that first one non-interrupting so it appends). -
Probes may need chaining.
narration.keypresseddoesn't touchdisplayData/currentPage/currentLoadedLine— it only callscontinueNarration(), so they are upvalues of that function. The descriptor reachescontinueNarrationas an upvalue ofkeypressed, then reads through it. Expect this pattern in other states.
Also learned
states.lualoads states viarequire("states/"..name)— a SLASH.require()caches on the exact string, sorequire("states.main_menu")would load a second independent copy with its own upvalues. Always match the slash.- Plain movement is silent —
actions/move.luaonly prints when a move fails (bound, immobilized). Walking proves nothing about the console patch; driveconsole.printdirectly 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:
-
Nested
states.switchannounced in reverse.ingame.open()seesworld.pendingDialogueand switches straight toingame_dialogue. Since we announce afterrealSwitchreturns, the inner announcement ("Conversation") fired first and the outer ("Game") then interrupted and clobbered it. Fix: after switching, ifstates.getCurrent() ~= newState, stay quiet — a nested switch already announced. -
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), andtileFacts()/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— wrapsinventoryCursorPopup.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.
Done — Phase 3: object tracker
accessibility/categories.lua— flag-first classification into the six categories, plus the 6-template exclusion list and reuse of the game'sexittag.accessibility/tracker.lua— scan, cache, three-level navigation, announcements.
Verified in the starting house:
Interactables, 12 kinds
a bed, 1, nearest 1 tile south-west, 2 of 12
an open door 1 of 1, 2 tiles north-west
an open door, 2 tiles north-west, 2 steps by path <- Home
Caching: signature is level name : player x : player y : turn. Position
matters because everything sorts by distance; turn matters because creatures move
and containers empty. Scans run on keypress only, never per frame.
FoV respected — creatures only when currently visible, tiles when visible or remembered. The tracker never reveals what a sighted player couldn't see.
Home reports path length, not just offset. Straight-line distance is badly
misleading indoors: a chest 3 tiles north through a wall can be 20 steps away.
Uses the game's own calculatePathFromPlayer.
⚠ Correction to D4 — tryInteract is NOT a clean "worth tracking" signal
wall carries a flavour-only tryInteractFunction ("You touch the wall.
It's cold and rough."), so flag-first classification promoted every wall segment
into Interactables — 13 in the starting house, burying the chest and cauldron.
Fix: exclude structural tiles (blocksMovement and blocksVision) before the
tryInteract test. Containers and furniture block movement but not sight, so
they survive. 13 kinds/32 instances → 12 kinds/19 instances.
docs/05-decisions.md D4 has been amended.
(Not a bug: Items/Alchemy are empty in the tutorial house because
chest_tutorial literally prints "find nothing of use for now" — it has no loot
yet. Verify against a later area before trusting those two categories.)
Done — Phase 4 (most of it): menu descriptors
16 states now have descriptors — all registered in describedStates in
init.lua, all resolving in the startup self-test:
main_menu · settings_menu · load_game · new_game · narration ·
ingame_dialogue · ingame_observe · actions_menu · worldmap ·
alchemy_table · journal · character · inventory ·
menu_text / ingame_message / menu_message (shared _textscreen.lua)
Verified live: Journal. Quests, A simple commission, 1 of 1 ·
Character, 1 of 3 · Actions. Interact, 1 of 1 ·
Inventory. All items, empty, slot 1. 21/21 testbed checks.
Two driver improvements (both prompted by real failures)
menus.getAnyUpvalue— finds a file-local across all of a state's functions plus one level into inner closures. Safe because a Lua file-local is a single shared upvalue, so any closure referencing it sees the same variable. Needed becauseactions_menuandworldmapbuild their lists inopen()and never mention them inkeypressed. The generic probe path now falls back to it.menus.hasUpvalue— checks a local exists rather than holds a value.getUpvaluecan't tell "no such local" from "declared but nil", which made the self-test cry PROBE BROKEN onworldmap(whoselocal optionsis nil until the screen opens). Self-test now reportsok (unset until opened).
Ownership rule: descriptors beat the popup patch
patches/popups.lua now stands down for any state that has a descriptor.
inventoryCursorPopup.set only fires when there is an item, so on an empty
slot or empty tab it said nothing — you couldn't tell whether the cursor moved.
The inventory descriptor reports item-or-empty plus slot and tab; letting both
speak would double up on every item.
Done — Phase 4 remainder: crafting screens, slider, config
21 states have descriptors; 4 patches applied. 25/25 testbed checks.
The slider is genuinely generic — modules/slider.lua is a factory
(newSlider(params)), and one wrapper on it narrates all four users:
craft, refine, trade and ingame_wait (the wait-N-turns screen). Same
leverage as the console.print and inventoryCursorPopup patches.
⚠ But the options screens do NOT use it. config_menu changes values through
config.increase / config.decrease, so it needed its own descriptor. It
reports tab + option name + value:
Allow hitting yourself, No, 3 of 11 → right → …, Yes, …. The focus key
includes the value, so left/right re-announce even though focus hasn't moved.
accessibility/states/_itemgrid.lua is now shared by inventory, craft,
refine and trade — all four build a views/inventoryWindow. It stays silent
while confirmationWindowEnabled is set, so the slider owns speech during
quantity selection rather than the two fighting.
Ordering note: patches/slider.lua replaces package.loaded["modules.slider"],
so it only affects requires that happen after it. Safe because states load
lazily and applyPatches() runs before the self-test (the one thing that loads
state files early).
⚠ Slider not exercised live. ingame_wait is unreachable in the prologue —
tutorial_bed = { parent = "bed", tryInteractFunction = function() end }, i.e.
the tutorial bed does nothing by design. craft/refine/trade need an
alchemy table and real items. The patch is confirmed applied by the self-test;
the testbed has the walk-to-bed machinery ready (walkTo, tracker lookup) for
when a real bed is reachable.
Done — Phase 4 complete + Phase 5: status, popups, damage alerts
All 23 states now have descriptors. 5 patches. 26/26 testbed checks. Final two descriptors:
keybindings_menu— two panels (commands / keys) with independent selection;currentlyActiveWindowsays which has focus. Announcing the wrong panel's row would be actively misleading, as the lists are unrelated.research— a 2D node graph, not a list. Nodes are icons with no text label, so the id is the only identifier; the useful facts are researched / locked / cannot afford / available. Without the affordability part the screen is unusable by ear, since enter on an unaffordable node silently does nothing.
Phase 5 — accessibility/status.lua:
| Key | Action |
|---|---|
' |
Health + active effects — Health 20 of 20. no active effects |
, |
Current action — Action: Interact |
Plus unprompted damage alerts, polled from actor.hp:
Hit, minus 3, health 17 of 20 (immediate + interrupting), and
Healed 3, health 20 of 20 (queued — worth knowing, never urgent).
⚠ Damage is polled, not hooked. ingame.checkInterruptions(hpLoss) exists
but only fires for interruptions during queued movement — damage taken on your
own turn never reaches it. Watching hp catches every source (combat, poison,
fire, falling) with no game edit.
patches/popupstack.lua wraps popupStack.add, the single entry point for
loot / recipe / lore / map / quest / tutorial / bestiary popups. None of these go
through console.print, so they were completely silent before.
speech.immediate now logs too ([speech]*). It bypasses the frame queue,
so it also bypassed the flush-time logger — meaning damage alerts fired but were
invisible in the testbed transcript. Log prefixes: ! interrupt, * immediate,
queued.
Known gaps (next up)
- Phase 5: player status key (HP, statuses, current action), popup
announcements (
popupStack.add), damage alerts (ingame.checkInterruptions), mod settings. ingameitself has no descriptor.- Unverified against real content: tracker categories Items / Alchemy / Exits / Creatures / Terrain (tutorial house has none), and inventory item names (inventory is empty in the prologue).
worldmap,journal,character,research,inventory,craft,refine,trade,actions_menu,alchemy_table,keybindings_menu,config_menu,menu_text,ingame_message,menu_messagestill 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
- Every wrapper calls through to the original and returns its results verbatim (
return realFn(...)— preserve multiple returns). - Speech must never throw. Missing DLL ⇒ silent no-op, game still runs.
- No behaviour change for sighted players.
- Never reveal information outside
FoV/rememberedFoV— the tracker must not become a cheat. - Grid scans (
xMax × yMax) happen on keypress or turn change, never per frame. - 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
.luacheckrcusesstd = "min+alch"with an explicit globals list — add mod globals there to keep lint clean.- Upstream quirk (not ours to fix):
modules/tile/preprocess.luaflattens parents in a singlepairs()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.
HANDOFF — read this if you are resuming
State of play
Phases 0–5 complete. 23 state descriptors, 5 patches, 26/26 testbed checks,
history unit tests passing, one line changed in the game (main.lua).
Everything in the original brief is implemented: console speech with line-by-line review, the object tracker with the requested key scheme, tile exploration, wall tones, and keyboard+speech access to every screen.
First thing to do after any change
lua accessibility/tests/test_history.lua # pure Lua, instant
rm -rf ~/AppData/Roaming/LOVE/Alchemist # clean save
"C:/Program Files/LOVE/lovec.exe" . --a11y-test # ~4 min, 26 checks
git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' # must stay: main.lua | 1 +
The five traps (all cost real debugging time — don't rediscover them)
love.keypressedis captured by value.states.setup()runslove[cb] = love[cb] or states[cb]before us. Wrapping thestatestable field alone does nothing forkeypressed/textinput— you must also reassignlove.keypressed.switch/updateare fine (looked up at call time). Any new callback you wrap needs the same treatment.- Focus moves without a keypress.
main_menu.mousemovedassignsselectedOptionfrom cursor position. Hence focus is polled in the update hook, not announced only on keypress. - Nested
states.switchannounces inner-first.ingame.open()can switch straight toingame_dialogue. We announce afterrealSwitchreturns, so the outer announcement would clobber the inner one — guarded by checkingstates.getCurrent() ~= newState. states.luarequires with a SLASH (require("states/"..name)).require("states.main_menu")loads a second independent copy with its own upvalues. Always match the slash.- Probes may need chaining or a cross-function search. Some locals are
upvalues of an inner function (
narration→continueNarration) or are only touched inopen()(actions_menu,worldmap). Usemenus.getAnyUpvalue. Usemenus.hasUpvaluewhen you need "exists" rather than "has a value".
Not verified — needs a real playthrough
These are blocked on content the prologue does not contain, not known broken:
- Tracker categories Items / Alchemy / Exits / Creatures / Terrain. Only
Interactables is populated in the tutorial house. Diagnostic: the testbed
prints
tracker contents:with per-category kind names. - Inventory item names — inventory is empty in the prologue, so only the "empty slot" path has run.
- The quantity slider (
patches/slider.lua). Confirmed applied by the self-test but never exercised:ingame_waitis unreachable becausetutorial_bedhas an emptytryInteractFunctionby design, and craft/refine/trade need an alchemy table and real items. The testbed already haswalkTo()and tracker-based bed lookup ready for when one is reachable. - Popup announcements (
patches/popupstack.lua) — loot/quest/recipe popups did not fire during the prologue run.
Known-missing features (deliberate, not bugs)
- No mod settings UI. Verbosity (
describe.verbosity), wall-tone config (walltones.config) andspeech.logToConsoleare code-level fields only. - Q6 unanswered: our hotkeys are a separate scheme, not registered in the game's own rebinding UI. They are therefore not user-rebindable.
- Q8 unanswered: no exhaustive keyboard-reachability audit was done. All 28
states implement
keypressed, and every screen reached so far was navigable, but this was not proven screen-by-screen. - Distribution not designed (D1 deferred). Any shipped build must place the
Tolk DLLs beside the executable — they cannot live inside a
.love.
If a future game version breaks something
Run the game and read the startup self-test. It reports every patch and every
descriptor probe. PROBE BROKEN: no upvalue 'x' means that local was renamed —
fix the descriptor in accessibility/states/<state>.lua. ok (unset until opened) is normal.
To rebase the mod 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.