Files
alchemist-accessibility/CLAUDE.md
T
Accessibility ModandClaude Opus 5 7ce429c2fb docs: how to set up, run and publish this tree
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>
2026-08-02 02:16:21 +02:00

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4.2 KiB
Markdown

# CLAUDE.md
## What this repository is
A blind-accessibility mod for the commercial game *Sulphur Memories: Alchemist*
0.4.2 (LÖVE 11.5, Lua/LuaJIT). **The work here is accessibility, not game
development.**
This file ships in two places, so check which one you are in:
- **The development tree** — an extracted copy of the game with `main.lua` and
`states/` beside `accessibility/`. Everything outside `accessibility/` is the
vanilla game: treat it as read-only reference material. You read it to find
out how the game works, and you patch it only where the docs sanction.
- **The standalone mod repository** (`alchemist-accessibility`) — only
`accessibility/` and the docs; no game. You cannot run or test anything here.
See `README.md` for how the two relate. The sections below about running the
game and checking the game-file footprint apply to the development tree only.
All mod code lives in `accessibility/` either way.
If a request sounds like a game change ("make the journal readable", "the
inventory doesn't work"), it almost always means **"a screen reader user cannot
use this"** — the fix belongs in `accessibility/`, not in `states/` or `models/`.
## Read this before doing anything
`accessibility/docs/scratch.md` — a living handoff document. It carries the
current state of play, confirmed decisions that should not be relitigated, the
traps that have already cost real debugging time, and what is verified versus
merely written. **Read it first, and update it before you finish.**
`accessibility/docs/00-dev-setup.md` — how this tree is put together and why:
the two-tree arrangement, prerequisites, building a dev tree from scratch, the
everyday commands, and how publishing strips the game out. Read it if anything
about the setup surprises you.
Then `accessibility/docs/README.md` maps the rest: architecture, hooking
strategy, the phased plan, open questions, decisions.
`accessibility/README.md` is the *user-facing* manual — the key bindings the mod
adds. Update it when you add or change a key.
## Working agreements
- **The user is blind.** Every verification must be describable in text. Never
rely on a screenshot, and never ask them to check something visually. Console
output and testbed transcripts are the evidence.
- **Change as little game code as possible**, so the mod re-applies cleanly to
new game versions. Currently the entire game-side footprint is one line in
`main.lua`. Check it has not grown:
```
git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ':!CLAUDE.md'
```
It must stay `main.lua | 1 +`. The pristine tree is tagged `vanilla-0.4.2`.
- **Speech must never throw.** A missing DLL degrades to silence; the game keeps
running. Wrappers call through to the original and return its results verbatim.
- **Never reveal anything outside `FoV` / `rememberedFoV`.** The mod must not
become a cheat.
`accessibility/docs/scratch.md` has the full invariant list; these are the ones
worth knowing before you write a line.
## Verify 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
```
The testbed drives the real game by code and navigates by *reading focus* rather
than counting keypresses. It has caught essentially every bug in this project, so
run it — a change that looks obviously correct is exactly the kind that fails.
**What matters is `0 failures`, not the check count**, which varies between runs
because several blocks are conditional.
Use `lovec.exe` (not `love.exe`) for a console. Every utterance is mirrored there
as a `[speech]` line, so speech is verifiable from a log rather than only by ear:
`!` interrupted, `*` immediate, ` ` queued.
## If something mysteriously does not speak
Run the game and 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.