Accessibility ModandClaude Opus 5 973e62c8fe viewwatch: announce objects entering and leaving view while walking
Walking blind, the hard part is not "what is next to me" -- that is `/` --
but "what changed when I moved". Rounding a corner reveals a room, stepping
back hides it, a rat walks into sight behind you, and none of it is spoken.

Shift+/ cycles three modes:

  settled (default)  changes accumulate while moving, spoken once you have
                     stood still for 0.4s
  always             every step reports its own change
  off

`settled` diffs against the state at the last ANNOUNCEMENT, not the last
step, so a long walk gives one combined summary that is a genuine net
change: something that came into view mid-walk and left again before you
stopped is not mentioned, and something visible throughout is mentioned
once. Summing per-step diffs would report both. A single step is the
degenerate case -- you are already standing still.

Arrivals and departures are deliberately asymmetric. Membership is current
FoV only (never rememberedFoV), 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 noise. Arrivals are reported for every watched
category; departures only for creatures.

Terrain is unwatched by default -- water arrives dozens of tiles at a time.
Step detection polls playerActor.x/y as walltones does, so pathing, portals
and pushes are covered with no game function wrapped; the scan is a 14-tile
box and runs only on a step or a due settle, never per frame.

snapshot() and diffText() are pure and exposed so the testbed can assert
the wording and the FoV invariant directly instead of capturing speech.
34/34 testbed checks, 0 failures. Game footprint unchanged: main.lua | 1 +.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-02 02:03:32 +02:00

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 in accessibility/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.

S
Description
Accessibility mod for alchemist
Readme
1.2 MiB
Languages
Lua 98.9%
Shell 1.1%