Accessibility ModandClaude Opus 5 a00f327c68 items: read the details of the focused item
The item grids said which item you were on ("a torch, slot 3") but nothing
about what it was -- no description, no condition, and no "what does this
refine into", which is the whole of alchemy.

The game already composes all of it in one place: item.getPopupMessage()
(modules/item.lua:199) returns the cursor popup's line list, so read that
rather than re-deriving anything from templates.

It also already gates it behind a dwell -- the popup only fades in after
examinationPopupFadeInDuration (0.4s), so a sighted player who arrows past a
slot never sees the details either. Mirror that instead of inventing a
modality: stop on an item for 0.6s and the details speak themselves, queued.
"=" reads them on demand, Shift+= keeps the name line too. ("r" was the
obvious mnemonic but is a game-claimed scancode, and getCommand() dispatches
on scancode ignoring modifiers.)

New generic hook descriptor.details() returning a LIST of blocks, so each is
also pushed into the console history and [ ] \ walk a long description back
afterwards -- the journal page trick. Only _itemgrid.lua implements it so far.

The other half is the hint panel craft/refine/trade draw permanently beside
the grid, which the popup never contains: recipe components, and price, which
appears nowhere else in the game. The three panels share a shape, so one
reader covers them. Affordability survives only as a red colour in the hint
table and decides whether enter does anything, so it is decoded and spoken.

59 testbed checks, 0 failures: a synthetic ivy_leaves item as the version-bump
canary for getPopupMessage, hasUpvalue over every hint-panel local, four
assertions on the pure settleStep, and an end-to-end "=" press. Not yet
exercised against a live item -- the prologue inventory is empty.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-03 01:31:58 +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%