Accessibility ModandClaude Opus 5 c841bcc68d testbed: stop destroying the player's save
The documented way to run the testbed began with

    rm -rf ~/AppData/Roaming/LOVE/Alchemist

which is the player's actual playthrough. It was written down as the
official procedure in four places, so every run of the test suite ate a
real save -- including twice in the session that produced the previous
commit. Reported by Talon.

The testbed does genuinely need an empty save directory: it drives a new
game from the main menu through the prologue, which has already happened
in any real save. So tests/run-testbed.sh MOVES the save aside (never
deletes it), runs, discards the test run's directory and moves the real
one back. Restore is on an EXIT trap plus INT/TERM, so it also happens on
a failed run, a crash and Ctrl-C. If the restore itself fails it says so
loudly and leaves the backup on disk rather than pressing on.

This cannot live inside the mod: love.load calls config.initialize,
keybindings.initialize and user.initialize long before main.lua reaches
require("accessibility").initialize(), so by the time any of our Lua runs
the save directory has already been read. The swap has to happen around
the process.

The rm -rf is removed from all four docs that carried it, each replaced
with the script and the reason not to clear that directory by hand --
being written down as procedure is what made it recur.

accessibility/.gitattributes forces LF on *.sh, or a Windows checkout
hands bash a \r and the script dies. It sits inside accessibility/ on
purpose: a top-level one would show up in the game-file footprint check,
which still reads `main.lua | 1 +`.

Verified with a marker file in a populated save directory: 38 checks, 0
failures, marker intact, no leftover backup directories.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-02 02:59:34 +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%