The tutorial teaches "press s to see the contents of containers", and it was silent. For a sighted player s sets levelWindow.itemsHighlightEnabled, which draws the top item's icon on every loot-bearing tile in FoV. We watch that flag rather than binding s ourselves -- it is game-claimed, and keybindings.getCommand() ignores modifiers -- and speak on its rising edge, so the player's own binding, hold vs toggle mode and the toolbar icon all work. The flag is checked both at end of frame and inside the keypressed wrapper, because in hold mode a quick tap goes up and down within one frame. Reads the whole tile.loot list, not just the icon's top entry, nearest first, with each container pushed to the console history for [ ] review. 71 testbed checks, 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
49 KiB
SCRATCH — current working state
Read this first on any handoff. Living document: update it whenever state changes, before ending a turn.
Last updated: 2026-08-03 · Currently: Phases 0–5 COMPLETE. In playtesting — fixing what Talon hits. 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, 71/71 checks.
Not set up yet, or unsure how the two trees relate? → 00-dev-setup.md.
Run the testbed (do this after any change)
cd "D:/code/Sulphur Memories Alchemist 0.4.2 sanctified"
bash accessibility/tests/run-testbed.sh
⚠ Use the script, not lovec . --a11y-test. The testbed needs an empty save
directory, and this used to be a bare rm -rf ~/AppData/Roaming/LOVE/Alchemist
in these docs — which ate Talon's actual playthrough. The script moves the save
aside, runs, and moves it back (restore is on an EXIT trap, and it never deletes
the real one). It can't be done inside the mod: love.load reads config,
keybindings and user data long before main.lua reaches our entry point.
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; 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) |
Shift+/ |
View watch: cycle off / announce when you stop / announce every step |
; |
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 |
Ctrl+Home |
Tracker: walk to current instance (the left-click path) |
' |
Health and active effects |
, |
Current selected action |
= / Shift+= |
Read details of the focused thing (Shift = keep the name line) |
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.
Volume follows the usual proximity convention: a near wall is loud
(nearVolume), one out at radius is quiet (farVolume). Set
config.louderWhenFurther = true in walltones.lua to invert it.
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.
Ctrl+Home walks there. The game does support click-to-path: ingame.mousepressed
(states/ingame.lua:661) builds calculatePathFromPlayer(cursorX, cursorY) and
feeds it to level.bufferInput("move", path, ingame), or to playerInput directly
when the path is one step. tracker.walkToSelection reuses that exact shape with
the tracker's selected tile in place of the cursor, so interruptions, threatened-
player truncation and animation skipping all behave the way a mouse click does.
Two wrinkles, both handled:
calculatePathFromPlayerreturns nil for an impassable target, and most things worth tracking (creatures, chests, beds) are impassable. We fall back to the cheapest of the 8 neighbouring tiles and say "walking next to X".- Guard on
states.getCurrent() == "ingame". In a menu or observe mode the input buffer belongs to a different state, and handing it moves would be a bug.
Note require("states/ingame") with a slash — that is the module key states.lua
uses, and requiring states.ingame would load a second copy of the state.
Selection is sticky across rescans. The scan is rebuilt every turn and both
lists are sorted by distance, so holding a bare index means one step by the player
silently re-points the selection at a different rat. The tracker instead remembers
identity — the actor table for creatures, coordinates for tiles — and re-derives
the indices in reanchor() after each rescan. Selection is dropped only when the
thing stops being reported at all (out of FoV, killed, picked up); the existing
clamp then falls back to the nearest.
⚠ 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.
Done — journal page text (bug fix, reported by Talon)
Symptom: open the journal with j, select an entry, hear nothing useful.
Cause: the journal is three widgets at once — the tab row, the list of entry
titles on the left, and the page on the right that holds the actual text.
The descriptor read only the first two. So it announced
Quests, A simple commission, 1 of 1 and stopped, which is an index into
content you could never reach. Page flipping (left/right) was silent too.
Fix — accessibility/states/journal.lua:
- Reads
options[selectedOption].pages[selectedPageId], a list of text blocks, and speaks theirtext. Page size is bounded by what fits on screen, so a page is safe to speak as one utterance. - Flattens the newlines in each block.
journalModel.splitTextByPagesconcatenates the game's own wrapped lines with\n, so those are pure layout — left in, the reader pauses mid-sentence at every wrap point. - Says
page 2 of 3only when there is more than one page. - Pushes the blocks into the console history, so
[/]/\re-read the page after the utterance has gone by — the same trick_textscreen.luauses for the manual. - Title leads only when the entry changed, tab only when the tab changed, so flipping pages doesn't bury the page you just turned to under a repeated title.
⚠ read() must be idempotent. It is called for the same focus from four
places: the per-frame poll, the post-keypress announce, menus.repeatFocus, and
the testbed's before/after probes. Any "only say this when it changed" state
inside a descriptor is therefore a trap — the poll consumes the flag and the
real announcement comes out headless. The journal descriptor caches its last
(key, text) and replays it whenever the key is unchanged, so the suppression
state advances exactly once per genuine focus change.
New generic hook: descriptor.reset, called by menus.announceScreen.
Change-suppression 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 in front of it.
Verified live: Journal. Quests, A simple commission, 1 of 1, Someone's banging at my door. Whoever it is, this person is very persistent and doesn't know about doorbells. 34/34 testbed checks, including a new one that asserts the spoken
text actually contains the page body rather than merely being non-nil.
Done — view watch: what comes in and out of view while walking (Talon request)
accessibility/viewwatch.lua, toggled with Shift+/ — a natural pair
with / (scan around me now): / is "what is here", Shift+/ sets how much of
that happens by itself.
Three modes, cycled by the key:
| Mode | Behaviour |
|---|---|
settled (default) |
Changes accumulate while moving; spoken once the player has stood still for settleDelay (0.4 s). |
always |
Every step reports its own change. |
off |
— |
Why settled is the default and why it diffs against the last announcement,
not the last step. Talon's question was "announce as they happen, or combine".
Combining is right for a long walk, but only if the baseline is the state at the
last announcement — then the summary is a genuine net change: something
that came into view mid-walk and left again before you stopped is correctly not
mentioned, and something that stayed in view throughout is mentioned once. A
per-step diff summed up would say both, which is worse than either mode. A
single step is the degenerate case: you are already standing still, so it
reports 0.4 s after the step lands.
Arrivals and departures are deliberately asymmetric. Membership is current
FoV only (never rememberedFoV — the question is what you can see from
where you stand). But furniture drops out of FoV constantly indoors as walls
come between you and it, and "the bed is out of view" every other step is pure
noise. So arrivals are reported for every watched category; departures only for
config.announceGone, which is creatures only by default.
Other decisions:
- Terrain is not watched by default (
config.watched.terrain = false) — water arrives dozens of tiles at a time and would drown everything else. Classification is otherwise the tracker's (categories.classifyTile), so the wall-exclusion correction to D4 applies here too. - Scan is a box of
radius14 tiles around the player, not the whole grid. Sight range is well inside that, and this runs on every step. - Step detection polls
playerActor.x/y, same aswalltones— covers walking, pathing, portals and pushes with no game function wrapped. The scan runs only when the position changed or a settle is due, never per frame (invariant 5). - Entering a new level re-baselines in silence rather than reading the whole first room; so does any mode change.
- Speech is queued, not interrupting — this is background awareness, so anything the player asked for outranks it.
- Announces only in
ingame/ingame_observe.
Testability seam: viewwatch.snapshot() and viewwatch.diffText(prev, cur, px, py) are pure and exposed, so the testbed asserts the wording and the FoV
invariant directly instead of trying to capture speech. 34/34 testbed checks
(5 new). Verified live during the run — the walk to the bed produced
In view: a chest, 1 tile south-west. a torch on the wall, 3, nearest 2 tiles south-west. ….
Done — inventory item action menu (bug fix, reported by Talon)
Symptom: enter/z on an inventory item makes a click and then nothing is
spoken. Equipping the tutorial torch was therefore impossible to confirm.
Cause: the click is the menu opening. inventory.keypressed →
inventoryWindow.enableItemMenu() → modules/item/itemMenu.lua, a second,
nested selection drawn as a small popup over the grid: the list of actions this
item currently allows, built by modules/item/getActionsList.lua from the
per-action conditions in itemActions.lua (Activate, Wield, Wear, Switch on,
Drink, Read, Open, Prepare for throwing…). Up/down move in it, enter activates,
any other key cancels it. None of this goes through console.print or the
cursor popup, so it was entirely silent. TEsound.play(sound.select) in
enableItemMenu was the click. This is the game's only equipment UI — there
is no separate equip screen — so the whole screen was unusable.
Fix — accessibility/states/_itemgrid.lua:
window.itemMenuis checked first and the grid cell stays quiet under it; the menu is modal over the grid, so announcing the cell would be wrong.- The menu is a closure with no getters, so
linesandcurrentSelectedActionare read as upvalues of its owndraw(). - Leads with the item name only when the menu just opened. The "just opened"
memory is the menu table itself, not a flag, which keeps
read()idempotent (see the journal warning above — a flag would be consumed by the poll and the real announcement would come out headless). isEquippedis now part of the cell text and of the focus key. After "Switch on" the menu closes with the cursor unmoved, so without it the re-read would be suppressed as unchanged and the action would still feel silent. Now:Switch on→a torch, equipped, slot 3.
Plus accessibility/patches/itemmenu.lua (6th patch), wrapping the
views/inventoryWindow factory: when getActionsList returns nil — an item with
no applicable actions, e.g. a plain reagent — the game does literally nothing,
not even the click, which by ear is indistinguishable from a dropped keypress.
Says <item>, no actions. Success is not announced here; the descriptor owns it.
⚠ Still not exercised against a real item. The prologue inventory is empty,
so the testbed instead builds an itemMenu directly from a fake usable item and
asserts the two upvalue names still resolve — the version-bump canary for this
descriptor. 38/38 checks. The live path (an actual torch, actually equipped)
is Talon's to confirm.
Done — item details: = and the settle timer (Talon request)
Symptom: on the item grids you could hear which item you were on
(a torch, slot 3) but nothing about what it was — no description, no condition,
and crucially no "what does this refine into", which is the whole of alchemy.
Talon proposed a key. Two findings changed the shape of the answer.
1. The game already composes the whole detail text in one place.
item.getPopupMessage() (modules/item.lua:199) returns the popup's line list:
name+quantity, category, condition (only when canDegrade), the free-text
description, a Yields: block with one line per refinement type, and
lore-fragment progress. It is a plain method on the item, callable any time — so
accessibility/itemdetails.lua reads it rather than re-deriving anything from
templates. Verified text:
It is a raw material. Some fresh green leaves from ivy. They contain weak poison. Yields: x1 when ground in a mortar. x0.2 when distilled.
2. The game gates this behind a dwell, and so do we. The popup only fades in
after config.get("examinationPopupFadeInDuration") (default 0.4 s). Arrow past
a slot quickly and a sighted player never sees the details either. So details
settle: stop for details.config.settleDelay (0.6 s — longer than 0.4
because speech is slower than a glance) and they speak themselves, queued not
interrupting. = reads them on demand; Shift+= keeps the name line too.
This mirrors an existing game behaviour instead of inventing a modality.
⚠ r is unusable even though it was the obvious mnemonic — it is in the
game-claimed scancode list, and keybindings.getCommand() dispatches on
scancode ignoring modifiers, so any binding on it can fire a game command. =
is from the verified free list and sits by the [ ] \ review cluster.
New generic hook: descriptor.details(stateTable, menus, verbose), returning
a list of blocks, not one string. Blocks are spoken joined and pushed
individually into the console history, so [ / ] / \ walk a long
description back afterwards — the same trick states/journal.lua uses for pages.
Driven by accessibility/details.lua (get / speak / update / the pure
settleStep). Implemented so far only by _itemgrid.lua; research,
ingame_observe and journal are the obvious cheap follow-ups.
The hint panels are the other half, and one reader covers all three.
craft / refine / trade each draw a permanent panel beside the grid that the
cursor popup never contains — and price exists only there
(states/trade.lua:156), as do a recipe's component costs. The three panels turn
out to share a shape (hintDescription, a componentHints list of
{nameText, descriptionText, color}, and a budget line), so hintBlocks() in
_itemgrid.lua reads all three by upvalue rather than needing per-state
callbacks; unused fields are simply nil. Affordability is carried only by the
red {0.9,0.2,0.2} colour, and it decides whether enter does anything at all,
so it is decoded from the colour and spoken as cannot afford.
Notes:
- The action menu is deliberately not excluded from
detailsthe way it is fromread(). The menu is modal so the verb is what focus announces, but the thing you want described is still the item — which is exactly when you want to know what "Drink" would be drinking. - The settle key is state-qualified and fires once per focus key; leaving a screen and returning resets, or the same slot would be "already spoken".
patches/popups.luastill stands down on all four grids. That is now correct-by-design rather than a gap:detailsis the sanctioned route to that same content, on demand and with history review.
59 testbed checks, 0 failures (was 38). New: a synthetic ivy_leaves item
asserting description + Yields survive (the version-bump canary for
getPopupMessage), a hasUpvalue canary over all the hint-panel locals in
craft/refine/trade, four assertions on the pure settleStep, and an end-to-end
= press in the inventory (No details on an empty slot — silence would be
indistinguishable from a dropped key).
⚠ Not exercised against a real item. Same bucket as the action menu: the prologue inventory is empty and craft/refine/trade need an alchemy table. The live path is Talon's to confirm.
Done — the loot overlay key s (Talon request)
Symptom: the tutorial says "Press 's' to see the contents of containers" and nothing was spoken. That is the one mechanic the game explicitly teaches for finding reagents, and alchemy starts with finding reagents.
What s actually does. It is the lootOverlay command, and it sets a single
flag — levelWindow.itemsHighlightEnabled. views/levelWindow.lua:818 then
draws, over every tile in current FoV, the icon of
levelModel.getItemOnCoordinates(x,y) — i.e. the topmost item of the topmost
loot-bearing tile. So the sighted affordance is "there is something in that
chest", one icon per tile, not a contents list.
accessibility/lootoverlay.lua speaks the same set of tiles, nearest first,
and reads out the whole tile.loot list rather than just the top entry —
the icon can only show one, we are not so limited. Blocks are pushed into the
console history so [ / ] / \ walk a long list back. No loot in view when
empty: silence would be indistinguishable from a dropped key.
Live text: Tiled man-made floor, here, A bunch of ivy leaves, 3.
Decisions worth not relitigating:
- No key of ours.
sis game-claimed andkeybindings.getCommand()ignores modifiers, so binding it in our layer would collide. We watch the flag instead, on its rising edge. That covers the key in both hold and toggle mode (holdForItemHighlight, which defaults to hold), the toolbar icon, the player's own rebinding, and all four ingame states — they share onelevelWindowinstance, created once iningame.openand passed on by params. - The flag is checked in TWO places. The end-of-frame poll is not enough on
its own: in hold mode a quick tap pushes keypressed and keyreleased inside one
frame, so the poll only ever sees it back down.
init.lua'sstates.keypressedwrapper therefore also callslootoverlay.update()between the game's keypressed and its keyreleased. The poll still earns its place — it is what catches the mouse and the key being released. levelWindowis reached bymenus.getAnyUpvalueonstates/ingameand cached (it is created once, not per level). Covered by the startup self-test ([accessibility] loot overlay: ok) as the version-bump canary.- Loot entries are item params, not items —
{templateId, quantity};modules/lootPopup.luaonly builds real items when the popup opens. Names come frommodules/item/templates, so nothing is allocated to say a name. - Membership matches levelWindow's test exactly: current
FoVonly, not hidden,visibilityAlpha ~= 0, non-empty loot.conditionalLootis not read — the overlay does not draw it either. Invariant 4 holds: nothing is said that is not being drawn on screen at that moment. unlootablecontainers are still reported (the overlay draws them) but taggedcannot be taken. Scan is bounded to a 20-tile box and runs on the edge only, never per frame — invariant 5.
71 testbed checks, 0 failures (was 59). The prologue has no loot at all
(chest_tutorial is empty by design), so the live path is exercised by
planting ivy_leaves on the tile under the player, scanning, and putting the
tile back — otherwise only the "nothing here" branch would ever run. Plus the
pure phrasing checks, the FoV invariant over the real grid, the levelWindow
probe, and an end-to-end s press.
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' ':!CLAUDE.md'
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, 6 patches, 71/71 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
bash accessibility/tests/run-testbed.sh # ~4 min, 71 checks
git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ':!CLAUDE.md' # 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, the
equippedsuffix and the item ACTION MENU — inventory is empty in the prologue, so only the "empty slot" path has run live. The action-menu upvalue names are covered by a synthetic testbed check. - Item details (
=,Shift+=, and the 0.6 s settle) against a real item, and the craft / refine / trade hint panels. The syntheticivy_leavescheck coversgetPopupMessage, andhasUpvaluecovers the panel locals, but no live item has been focused. The settle delay in particular wants tuning by ear —details.config.settleDelay. - 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. - The loot overlay (
s) against real loot. The prologue contains none, so live it has only ever saidNo loot in view. The contents path is proven by the testbed's planted-loot check, not by a real chest. - 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.