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alchemist-accessibility/accessibility/docs/00-dev-setup.md
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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

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9.6 KiB
Markdown

# Development setup
How to get from nothing to a tree you can run, test and publish from. The
arrangement is a little unusual, because the mod lives inside a copy of a
commercial game that must never be published.
**If you are already set up**, the only things you need daily are
[Everyday commands](#everyday-commands) and [Publishing](#publishing).
---
## The two trees
This repository exists in two forms, and the same `CLAUDE.md` ships in both, so
check which one you are in:
| | **Development tree** | **Standalone mod repo** |
|---|---|---|
| Contents | The whole extracted game (1838 files) **plus** `accessibility/` | `accessibility/` and the docs only |
| Beside `accessibility/` | `main.lua`, `states/`, `models/`, … | nothing |
| Can you run the game? | Yes | **No** |
| Can you run the testbed? | Yes | **No** |
| Remote | **None, deliberately** — see [Publishing](#publishing) | `code.iamtalon.me/talon/alchemist-accessibility` |
| Where it comes from | You build it, below | Generated from the dev tree by `publish.sh` |
The standalone repo is **derived, never developed in directly**. Every publish
rewrites its history from scratch, so any commit made there is destroyed on the
next publish. Always work in the development tree.
Everything outside `accessibility/` in the dev tree is the vanilla game: read-only
reference material. You read it to find out how the game works; you patch it only
where the docs sanction, which currently means exactly one line.
---
## What you need
| | Why | Notes |
|---|---|---|
| **The game, 0.4.2, as an extracted source folder** | The thing being modded | A directory containing `main.lua` and `conf.lua`. **Not** a packed `.love`, **not** the Steam build — see below. |
| **LÖVE 11.5** | Runs the game | `conf.lua` pins `t.version = "11.5"`. Installed here at `C:\Program Files\LOVE\`. Use **`lovec.exe`**, not `love.exe`. |
| **Standalone Lua 5.4** | Unit tests and syntax checks without launching the game | `lua` and `luac` on PATH. |
| **A screen reader, or nothing** | To hear the output | Tolk drives NVDA / JAWS / System Access and falls back to SAPI 5. Dev here uses **NVDA**. Speech is also mirrored to the console, so you can verify from a log with no reader running at all. |
| **`uv` (for `uvx`)** | `git-filter-repo` at publish time | Only needed when publishing. |
Optional: `luacheck`. `.luacheckrc` is configured (`std = "min+alch"` with an
explicit globals list) but the linter is not currently installed — `luac -p` is
what actually gets run.
### Why the game must be an extracted folder
`ffi.load("Tolk")` goes through the **OS** loader, not LÖVE's virtual filesystem,
so the TTS DLLs must exist as real files on disk. They can never live inside a
`.love` archive. This is also why the mod loads them by absolute path via
`love.filesystem.getSource()`. See `accessibility/vendor/love2talk/VENDORED.md`.
---
## Building the development tree from scratch
**1. Extract the game** into a working directory. This tree lives at
`D:\code\Sulphur Memories Alchemist 0.4.2 sanctified`.
**2. Commit the pristine game and tag it**, *before* adding any mod code, so the
baseline is genuinely clean:
```
git init
git add .
git commit -m "Vanilla Sulphur Memories: Alchemist 0.4.2"
git tag vanilla-0.4.2
```
The tag holds 1838 files and **no `accessibility/` directory**. That is the whole
point of it: it is what makes the footprint check below trustworthy.
**3. Add `accessibility/`** — copy it in, or clone the standalone repo and move
its `accessibility/` folder into place.
**4. Add the one line to `main.lua`.** In `love.load()`, immediately after
`console.prepare()`:
```lua
require("accessibility").initialize() --ACCESSIBILITY MOD: sole entry point
```
`accessibility/publish/install.patch` applies exactly this. The placement is not
arbitrary: 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()`.
**5. Check the TTS DLLs survived the copy.** `accessibility/lib/` must contain
`Tolk.dll`, `nvdaControllerClient64.dll` and `SAAPI64.dll`.
⚠ `.gitignore` has a blanket `*.dll` with a deliberate `!accessibility/lib/*.dll`
un-ignore. If you ever restructure that folder, the DLLs will silently stop being
tracked and the mod will be mute for anyone who clones it.
**6. Verify.** Run the [everyday commands](#everyday-commands). A working setup
prints, at startup:
```
[accessibility] TTS: available
[accessibility] speech channel: yes
[speech]! Main menu
```
`speech channel: NO` means the DLLs loaded but nothing is listening — start a
screen reader, or expect SAPI.
---
## Everyday commands
Run all of these after any change. The testbed in particular: it has caught
essentially every bug in this project, and a change that looks obviously correct
is exactly the kind that fails it.
```
cd "D:/code/Sulphur Memories Alchemist 0.4.2 sanctified"
lua accessibility/tests/test_history.lua # pure Lua, instant
luac -p accessibility/*.lua # syntax only, no LOVE needed
bash accessibility/tests/run-testbed.sh # ~4 min — save-safe, see below
git diff --stat vanilla-0.4.2 -- . ':!accessibility' ':!.gitignore' ':!CLAUDE.md'
```
The last one **must** print `main.lua | 1 +`. That is the invariant that keeps the
mod cheap to lift onto a new game version.
**What matters in the testbed run is `0 failures`, not the check count**, which
varies between runs because several blocks are conditional.
To just play it:
```
"C:/Program Files/LOVE/lovec.exe" .
```
### Save data
LÖVE writes to `~/AppData/Roaming/LOVE/Alchemist` (`t.identity = "Alchemist"` in
`conf.lua`). The testbed scenario assumes a fresh save and will not navigate
correctly without one — it drives a new game from the main menu through the
prologue, which has already happened in any real save.
**Do not clear that directory by hand.** It holds the player's actual
playthrough, and `rm -rf` on it — which is what these docs used to say — destroys
it. Use `accessibility/tests/run-testbed.sh`, which:
1. **Moves** the save to `Alchemist.a11y-backup.<pid>` (never deletes it),
2. runs the testbed against the empty directory LÖVE then creates,
3. discards the test run's directory and moves the real save back, from an `EXIT`
trap so this happens on failure, on a crashed run and on Ctrl-C too.
If the restore itself ever fails it says so loudly and leaves the backup on disk
rather than pressing on.
Why a wrapper and not something inside the mod: `love.load` calls
`config.initialize`, `keybindings.initialize` and `user.initialize` long before
`main.lua` reaches `require("accessibility").initialize()`. By the time any of
our Lua runs, the save directory has already been read — the swap has to happen
around the process.
Override the interpreter path with `LOVE=/path/to/lovec.exe` if yours differs.
Runtime files the game also drops next to the source during dev (`config.json`,
`user.json`, `keybindings.json`, savegames) are already in `.gitignore`.
### Reading the console
`lovec.exe` gives a console window, and every utterance is mirrored there as a
`[speech]` line — so speech is verifiable from a log rather than only by ear:
| Prefix | Meaning |
|---|---|
| `[speech]!` | interrupted whatever was being said |
| `[speech]*` | urgent, spoken immediately (bypasses the frame queue) |
| `[speech] ` | queued normally |
### If something mysteriously does not speak
Read the **startup self-test**. It reports every patch and every descriptor probe.
Most menu narration reads the game's file-local variables via `debug.getupvalue`,
so a renamed local in a future game version shows up there as
`PROBE BROKEN: no upvalue 'x'` rather than as silence three screens in.
`ok (unset until opened)` is normal.
---
## Publishing
**The development tree has no git remote, and must not be given one.** It holds
all 1838 files of a commercial title. Pushing it anywhere would distribute the
game.
Publishing therefore means: rebuild a separate repository that contains only the
mod, and force-push *that*.
```
sh accessibility/publish/publish.sh
```
This clones the dev tree to `../alchemist-accessibility-publish`, runs
`git-filter-repo` to keep only `accessibility/` and `CLAUDE.md`, lifts
`accessibility/publish/README.md` and `install.patch` up to the root (so a visitor
to the mod repo finds them where they expect), and drops the publish machinery
itself.
Then **the check that matters**: it lists every path in the rewritten history and
aborts if anything that is not the mod or its docs survived. A clean run says:
```
clean: history contains only the mod and its docs
```
If it says `ABORT: non-mod files present in history`, **do not push** — a game
file leaked through the filter.
The script prints the push commands and stops rather than pushing for you:
```
cd ../alchemist-accessibility-publish
git remote add origin https://code.iamtalon.me/talon/alchemist-accessibility.git
git push --force -u origin master
```
`--force` is not a mistake and not a recovery step. `git-filter-repo` rewrites the
history from scratch every time, so the published commits are new objects on every
publish. The mod repo is derived output; force-pushing it is the normal path.
⚠ Paste those as **separate lines**. If a shell wraps the `remote add` line, the
URL ends up on its own and gets run as a command.
---
## Rebasing 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. Then run the startup self-test and read it: it tells you immediately which
patches and probes the new version broke.