Learning a recipe spoke the word "Popup" and then nothing.
There are two separate popup mechanisms and only one was covered.
patches/popupstack.lua wraps popupStack.add, but views/fadingPopup.lua
registers just four types -- journal, loot, bestiary and tutorial -- so
the recipe/lore/map keys in that patch could never fire. Those three are
modal instead: states/{ingame,inventory,research} build one from
modules/{recipe,lore,map}Popup.lua and switch to states/ingame_popup.
ingame_popup had a name in stateNames.lua and no descriptor, so
announceScreen said "Popup" and the focus poll had nothing to add.
The popup modules are factories exposing only draw(), so every string is
a closure local. The new descriptor takes popupObject off the state and
reads them as upvalues of popupObject.draw, detecting the type by which
locals exist since the object carries no type tag. Reading order follows
draw order, newlines are flattened (the lore footer is one sentence with
hard breaks in it), and the blocks go into the console history so [ and ]
walk a long fragment back; = re-reads it.
The prologue fires no popup, so the testbed raises them itself via
ingame.recipePopup and ingame.lorePopup -- both display-only, so nothing
is learned and the world is untouched. That check is this descriptor's
version-bump canary: the self-test can only report "custom read()" here,
because the probe is on the popup object rather than the state.
88 testbed checks, 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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 inaccessibility/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.