Files
alchemist-accessibility/accessibility/README.md
T
Accessibility ModandClaude Opus 5 e1d9995c9f journal: speak the page text, not just the entry title
Opening the journal and selecting an entry announced its title and stopped,
which is an index into content the player could never reach. Page flipping was
silent too.

The screen is three widgets at once: the tab row (q/e), the list of entry
titles down the left (up/down), and the page on the right holding the actual
text (left/right). The descriptor read only the first two.

It now reads options[selectedOption].pages[selectedPageId] and speaks its text
blocks. A page is bounded by what fits on screen, so it is safe as a single
utterance. Layout newlines are flattened first -- splitTextByPages joins the
game's own wrapped lines with \n, so left in they make the reader pause
mid-sentence at every wrap point. Page position is announced only when there is
more than one page, and the blocks are pushed into the console history so [ and
] walk back through a long lore entry after the utterance has gone by.

The tab leads only when the tab changed and the title only when the entry
changed, so flipping pages does not bury the new page under a repeated heading.

That suppression made read() stateful, which is a trap: it is called for the
same focus from four places -- the per-frame poll, the post-keypress announce,
repeatFocus, and the testbed's before/after probes -- so a poll would consume
the "changed" flag and the real announcement would come out headless. The
descriptor now caches its last (key, text) and replays it whenever the key is
unchanged, making read() idempotent; the suppression state advances exactly
once per genuine focus change.

Adds a generic descriptor.reset hook, called from menus.announceScreen. The
memory lives in file-locals that outlive the screen, so without it reopening
the journal on the entry you left it on would read the page with no title.

Testbed asserts the spoken text contains the page body rather than merely being
non-nil. 29 checks, 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-02 01:04:03 +02:00

5.4 KiB
Raw Blame History

Accessibility mod — Sulphur Memories: Alchemist

Blind-accessibility mod adding screen-reader speech, an object tracker, tile exploration and directional wall tones.

Speech goes through Tolk, so it uses your running screen reader (NVDA, JAWS, System Access) and falls back to SAPI 5 if none is running.

Running

"C:\Program Files\LOVE\love.exe" "D:\code\Sulphur Memories Alchemist 0.4.2 sanctified"

Use lovec.exe instead of love.exe to get a console window — every spoken line is mirrored there, which is useful for reporting bugs.

The TTS libraries live in accessibility/lib/ and are loaded by absolute path, so nothing needs installing or copying into Program Files.

If speech does not work, check the console for the startup self-test:

[accessibility] TTS: available
[accessibility] speech channel: yes

speech channel: NO means Tolk loaded but found no screen reader and no SAPI.


Keys added by the mod

All of these are in addition to the game's own controls, and none of them replace a key the game uses.

Reading the message log

Key Action
[ Previous message
] Next message
Shift+[ Oldest message
Shift+] Newest message (and resume following new messages)
\ Repeat the current message
Shift+\ Copy the current message to the clipboard

New messages are spoken automatically. Pressing any key that does something in the game cancels whatever is still queued, so you are never stuck listening to a backlog. While you are moving through the history, new messages do not drag the cursor away — press Shift+] to return to the newest.

Looking around

Key Action
/ Scan all eight neighbouring tiles, clockwise from north
; Where am I — area name, in-game date and time, coordinates
Ctrl + numpad 1–9 Describe the tile in that direction without moving
Ctrl + numpad 5 Describe the tile you are standing on

The game's own examine mode (x) is also fully spoken: the arrow keys move a cursor around the map and each tile is described with its distance and direction from you. Press f in examine mode to jump between exits.

Object tracker

Finds everything you have seen, sorted by distance.

Key Action
Ctrl+PageUp / Ctrl+PageDown Previous / next category
PageUp / PageDown Previous / next kind of thing in that category
Shift+PageUp / Shift+PageDown Previous / next instance of that kind
Home Distance, direction, and number of steps by path
Ctrl+Home Walk to it

Categories: Creatures, Items, Alchemy, Interactables, Exits, Terrain features.

So Ctrl+PageDown to reach "Creatures", PageDown to move between rat / beetle / guard, and Shift+PageDown to step through the individual rats. Home gives you the walking distance, which indoors is often very different from the straight-line distance.

Ctrl+Home does exactly what left-clicking the tile does with a mouse: it queues a walk along the game's own path. If the thing itself cannot be stood on — a creature, a chest, a bed — you walk to the nearest tile beside it instead, and the announcement says "next to" rather than "to". As with a mouse click, the walk stops early if something interrupts you, and while an enemy is in view the game only ever commits one step at a time.

Your selection sticks. The list is rebuilt and re-sorted by distance every turn, but the tracker follows the thing you picked rather than the slot it was in, so a rat you are tracking stays selected as it moves around. It is only let go when it genuinely stops being visible.

The tracker only ever reports things you have actually seen.

The journal (j)

The journal has three parts, and all three are spoken:

Key Moves
q / e Between tabs — Quests, Lore, Bestiary, Components, Recipes, Tutorials
Up / Down Between entries in the current tab
Left / Right Between pages of the selected entry

Selecting an entry reads its title, its position in the list, and then the text of the page itself. The tab name is only spoken when you change tabs, and the title only when you change entry, so flipping pages doesn't make you sit through the heading again.

Long entries run to several pages; you are told page 2 of 3 when there is more than one. The page text also goes into the message history, so [ and ] will walk back through it and \ re-reads a line — useful for a long lore entry you want to take in a piece at a time.

Your character

Key Action
' Health and active effects
, Currently selected action

You are also told automatically when you take damage or are healed.

Wall tones

Each step you take, a tone sounds from the direction of any wall within five tiles, positioned in 3D so you can hear where it is. Further walls are louder.


Reporting problems

Run with lovec.exe and include the console output. Lines beginning [speech] show exactly what was spoken and when:

  • [speech]! — interrupted whatever was being said
  • [speech]* — urgent alert, spoken immediately
  • [speech] — queued normally

If something is silent that should not be, that is the most useful thing to report, together with the screen you were on and the key you pressed.


For developers

See accessibility/docs/ — start with docs/README.md, and read docs/scratch.md first if you are picking the work up mid-stream.