Game-file footprint unchanged: still one line in main.lua. - describe.lua: shared spatial formatting. 8-point compass and Chebyshev distance, since the game moves 8-directionally and Euclidean would overstate diagonal travel. Verbosity setting, because sweeping eight neighbours and inspecting a single tile want different amounts of detail. - states/ingame_observe.lua: narrates the game's existing examine cursor. - surroundings.lua: probe one direction, scan all eight, or report location, without moving anything or touching game state. - patches/popups.lua: wraps inventoryCursorPopup.set, covering inventory, craft, refine and trade in a single patch. Q3 resolved as augment rather than relay: the game's descriptions carry no position, which is fine on screen and useless by ear, so distance and direction are appended. Examine mode is polled rather than driven by levelCursorPopup. That popup is set from an animation-completion callback, so unless the player has enabled the game's quickExaminationPopup option the text arrives a full keypress late -- in testing you heard the previous tile while standing on the next. Polling level.cursorX/Y is same-frame and setting-independent. hotkeys.isCtrlDown/isShiftDown are now overridable fields rather than direct love.keyboard calls: real hardware state cannot be faked by love.event.push, so without that seam every modifier-gated hotkey would be untestable. 11/11 testbed checks, history unit tests passing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
18 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 0–1 done, menus + dialogue done. Phase 2 (tile examination) next.
Game is now playable start-to-finish by ear from main menu through the intro conversation into gameplay — verified by the testbed, 9/9 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.
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)
Q3 verbosity (relay vs augment) · Q4 console auto-speak policy · Q5 wall-tone triggers · Q6 keybinding integration vs separate · Q8 full keyboard audit as deliverable?
None block Phase 0. Q4 lands in Phase 1, Q5 + verbosity in Phase 2.
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.cursorPopup.set(...)— patchingviews/inventoryCursorPopup.lua+views/levelCursorPopup.luanarrates focus ininventory,craft,refine,trade,ingame_observeat once.- All 28 states already implement
keypressed. The gap is narration, not reachability. modules/tile.lua:234:tile.tryInteract = (self.loot or self.tryInteractFunction) and function...— authoritative "player can do something here" flag. Basis of tracker classification.- 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).
⚠ Not yet verified in-game. Loading, the self-test, and history logic are all confirmed. Whether console speech and wall tones behave correctly during play needs a human at the keyboard — Talon to test.
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) |
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.
Known gaps (next up)
- Phase 3: object tracker — the headline feature, not started.
- Wall tone retrigger fix not yet confirmed by ear.
ingameitself has no descriptor (player status: HP, statuses, current action).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.