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>
Alchemist Accessibility
A blind-accessibility mod for Sulphur Memories: Alchemist 0.4.2 — screen reader speech, an object tracker, tile-by-tile exploration and directional wall tones.
Speech goes through Tolk, so it uses whichever screen reader you already have running (NVDA, JAWS, System Access) and falls back to SAPI 5 if none is.
This repository contains only the mod. It does not contain the game, and you need your own copy. Developed against version 0.4.2.
Installing
You need the game as an extracted source folder — a directory with main.lua
and conf.lua in it — rather than a packed .love or the Steam build. The mod
loads its TTS libraries by absolute path, which cannot work from inside a
.love archive.
1. Copy the accessibility/ folder from this repository into the game
folder, next to main.lua:
Sulphur Memories Alchemist 0.4.2/
main.lua
conf.lua
states/
models/
accessibility/ <- this repository's accessibility/ folder
2. Add one line to main.lua. Find love.load() (around line 95) and add
the marked line immediately after console.prepare():
function love.load()
...
user.initialize()
states.setup()
console.prepare()
require("accessibility").initialize() --ACCESSIBILITY MOD: sole entry point
local messages = require("models.messages")
That is the entire game-side change — one line. Everything else the mod does
is applied at runtime from inside accessibility/, which is what lets it be
lifted onto a new game version cheaply.
The placement matters: 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().
If you prefer, install.patch in this repository applies the same change:
git apply install.patch # from inside the game folder
3. Run the game.
"C:\Program Files\LOVE\love.exe" "C:\path\to\Sulphur Memories Alchemist 0.4.2"
You should hear "Main menu" once it loads.
Checking it works
Run with lovec.exe instead of love.exe to get a console window. Every
spoken line is mirrored there, and at startup the mod prints a self-test:
[accessibility] TTS initialised
[accessibility] TTS: available
[accessibility] speech channel: yes
[speech]! Main menu
TTS: UNAVAILABLE— the DLLs inaccessibility/lib/were not loadable.speech channel: NO— Tolk loaded but found no screen reader and no SAPI, so nothing will be audible.
The self-test also reports every patch and every menu probe. If a future game
version renames something the mod reads, it shows up here at startup as
PROBE BROKEN: no upvalue 'x' rather than as silence three screens into a
playthrough.
What it adds
Full key list and explanation: accessibility/README.md.
In brief:
| Message log | [ / ] walk back and forth, \ repeats, Shift+\ copies. New messages are spoken automatically. |
| Looking around | / scans all eight neighbours, ; says where you are, Ctrl+numpad probes one direction without moving. The game's own examine mode (x) is fully spoken. |
| Object tracker | PageUp/PageDown with Ctrl/Shift to move through categories, kinds and instances; Home for distance and path length; Ctrl+Home to walk there. |
| Your character | ' for health and effects, , for the selected action. Damage and healing are announced unprompted. |
| Wall tones | Each step, a tone sounds from the direction of any wall within five tiles, positioned in 3D. |
| Menus | All 23 screens are spoken, including the journal's page text, inventory, crafting, dialogue and the options screens. |
The tracker never reports anything outside the game's own field of view or your remembered map — it is an accessibility aid, not a cheat.
Reporting problems
Run with lovec.exe and include the console output. [speech] lines show
exactly what was said and when — ! interrupted, * urgent, queued.
The most useful report is something that was silent when it should not have been, together with the screen you were on and the key you pressed.
For developers
Start with CLAUDE.md for orientation, then
accessibility/docs/ — docs/README.md maps it, and
docs/scratch.md is the living handoff document with the current state of play
and the traps already discovered.
There is a code-driven test harness that plays the game by itself and checks what gets spoken:
"C:\Program Files\LOVE\lovec.exe" . --a11y-test
Design goal throughout: change as little game code as possible, so the mod re-applies cleanly to a new game version.
Credits and licensing
The mod is built on love2talk
(vendored in accessibility/vendor/love2talk/, see VENDORED.md there for the
local modifications and the licence).
accessibility/lib/ contains:
- Tolk — screen reader abstraction, LGPL 3.0
- nvdaControllerClient64.dll — NVDA controller client
- SAAPI64.dll — System Access API
These ship with the mod because Tolk loads them through the OS loader, so they must sit on disk beside the game rather than inside an archive.
Sulphur Memories: Alchemist is the property of its developers and is not included or redistributed here.