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Releases: ObjectInSpace/coffee-talk-access

v0.9.5

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@ObjectInSpace ObjectInSpace released this 18 Aug 03:55

Latte art and endless mode's brewing screens now work with the keyboard, and two newspaper bugs are fixed.

Endless mode

The brew pad's ingredients never took focus when a run started, so the arrow keys had nothing to move — and once that was fixed, the screen went quiet again after the first drink. Both are fixed, whether you serve a drink or trash it.

Its serve options were unreachable too: "serve it", "trash it" and "latte art" could not be focused at all. Endless mode keeps its own copy of that screen, carrying the same gap the story mode's had before 0.9.3, so that earlier fix had never applied to it.

Latte art works from the keyboard

Enter serves the drink and it counts as having latte art. Backspace goes back without serving. The four tools are on Up (pour milk), Left (etch), Down (invert flow) and R (reset).

This screen is unusual: the game gives each action its own gamepad button rather than a moving cursor, so there is nothing to focus and the keys work the same way. Before this, the screen could only be left by serving with a gamepad.

The newspaper reads again

Opening the newspaper left the reader with nothing loaded, so the arrow keys did nothing until you switched to a different day. Opening a day now reads straight away.

Pausing while it is open no longer moves two cursors at once — the pause menu has the arrows to itself, and you return to the paragraph you left.

The drink request moved to backquote

It was R, which is now latte art's reset. Backquote already meant "say that again", so while brewing it repeats the customer's order; everywhere else it still repeats the last line spoken.

Removed

The F8 speech test and the F10 interface dump. Both were development tools — hearing the mod announce itself at startup is the same proof F8 gave.


Installing: unzip, put the two files from Mods\ into the game's Mods folder, and the two from GameRoot\ next to CoffeeTalk.exe. Needs MelonLoader v0.7.1 x86. Full instructions and the complete key list are in the README inside the zip.

v0.9.4

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@ObjectInSpace ObjectInSpace released this 15 Aug 16:22

What's new

  • H opens the conversation history, and H again closes it. Until now that screen could only be opened with a gamepad's Y button or by clicking it, so on a keyboard there was no way in at all — even though the mod could already read it. Up and down move through the conversation a line at a time, and it tells you when you reach either end.

  • R reads the customer's request back to you while you are brewing. Their order stays on screen beside the glass for the whole brew, so a sighted player can glance at it whenever they like; by ear you heard it once, before the screen changed. R repeats it as often as you want, and also works on the serve screen afterwards.

  • Pressing Enter to finish a conversation no longer drops coffee into the glass. The keypress that closed the dialogue was also reaching the ingredient the mod had just focused, so a brew could begin with an ingredient you never chose.

  • Endless mode can be navigated with the keyboard. Choosing between the game modes, and the screen at the end of a run, had no starting cursor on a keyboard, so the arrow keys had nothing to move and both screens were silent. This is the same gap that affected the brewing screen in 0.9.1 and the serve options in 0.9.3, in the last place it was left.

Worth knowing

Neither new key has been exercised in a real playthrough yet. The chat log has never run in play, and it is newly reachable here, so it is the most likely place to find rough edges — as is endless mode. Reports on both are genuinely useful.

Installing

Unzip and copy each folder's contents to where it belongs:

  • Mods\ → your Coffee Talk\Mods\ folder
  • GameRoot\ → your Coffee Talk\ folder, next to CoffeeTalk.exe

The two files in GameRoot\ must sit next to the exe. Putting them in Mods\ still talks, but drops you to SAPI instead of your screen reader.

v0.9.3

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@ObjectInSpace ObjectInSpace released this 11 Aug 21:01
  • The serve options work on a keyboard. After brewing a drink, "serve it", "trash it" and "latte art" could not be reached at all: the game only gives that screen a starting cursor when it thinks you are holding a gamepad, which is why plugging a controller in made it work immediately.

  • Backspace steps back inside the smartphone — the keyboard's equivalent of B or Circle on a gamepad. The game never gave the keyboard a back key here; Escape opens the pause menu on those screens instead, and still does. Tab still closes the phone from anywhere.

  • The newspaper reads properly again. 0.9.2 put a cursor on it that fought the arrow keys and then wandered off the phone entirely, onto the brewing screen. The newspaper is scrolled with up and down, which is how the game itself drives that screen, so the mod no longer places a cursor there.

  • The smartphone home screen still takes focus when it opens, and the brewing ingredients still take focus when you enter the brew pad.

Installing

Unzip and copy each folder's contents to where it belongs:

  • Mods\ → your Coffee Talk\Mods\ folder
  • GameRoot\ → your Coffee Talk\ folder, next to CoffeeTalk.exe

The two files in GameRoot\ must sit next to the exe. Putting them in Mods\ still talks, but drops you to SAPI instead of your screen reader.

v0.9.2

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@ObjectInSpace ObjectInSpace released this 11 Aug 19:39

Confirmed working live.

Fixes two symptoms of one bug: when a screen opened on top of another, the mod read the screen-below's cursor as healthy focus and left it there.

  • The smartphone takes focus when it opens. Tab opened the phone correctly before this and it announced itself, but the cursor stayed on the screen underneath — the arrow keys were still moving the brewing ingredients while the phone was up and reading. Pressing an arrow appeared to do nothing, or worse, quietly changed what was in the glass. The phone now takes the cursor on the home screen and in all four apps.
  • The ingredients take focus again when the brewing screen opens. This broke in 0.9.1 when entering the brew pad from the phone, because the phone's own buttons were still holding the cursor.

Also removes the 0.9.1 Tab hotkey, which never fired once: it was written on the premise that the game sits in gamepad input mode, and the game is in keyboard mode, where it already handles Tab itself.

Installing

Unzip and copy each folder's contents to where it belongs:

  • Mods\ → your Coffee Talk\Mods\ folder
  • GameRoot\ → your Coffee Talk\ folder, next to CoffeeTalk.exe

The two files in GameRoot\ must sit next to the exe. Putting them in Mods\ still talks, but drops you to SAPI instead of your screen reader.

v0.9.1

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@ObjectInSpace ObjectInSpace released this 11 Aug 14:04

Screen reader mod for Coffee Talk. Speaks through NVDA, JAWS, SAPI or a braille display, and adds keyboard navigation to menus the game otherwise only lets you drive with a gamepad.

Download CoffeeTalkAccess-v0.9.1.zip below. Install instructions are in the README.txt inside it.

MelonLoader must be the 32-bit (x86) version — Coffee Talk is a 32-bit game, and the 64-bit loader will not load the mod at all. This holds for the full game as well as the demo.

Note: the download was replaced on 11 August after the first upload shipped with a bug that stopped the arrow keys moving between ingredients. If you downloaded this release earlier that day, please download it again.

New in this release

The brewing screen works with the keyboard. Arrow keys move between the ingredients and Enter picks one.

Before this, nothing on that screen ever took focus on a keyboard. The game only gives the brewing cursor a starting position when it thinks you are holding a gamepad, and arrow keys move relative to that starting position — so with none, there was nothing to move and every key did nothing. It was most visible on the very first brew of the game, where Drew has only half his ingredients.

The fix asks the game for its own answer rather than choosing an ingredient itself, so a day with restricted ingredients lands on one that is actually available. It steps in only when you first arrive at the screen; the game keeps control of the cursor everywhere else, including when it jumps to Brew as the glass fills.

The mod manager's "add all" and "remove all" buttons no longer take focus. They cannot be reached by arrow keys in the game either, with or without a gamepad — they are mouse-only buttons — and 0.9.0's attempt to wire them into the arrow-key order was a mistake on this mod's part. They still work with the mouse.

This also corrects a 0.9.0 note: the mod rows wrapping around to each other is deliberate, not a bug. Tab is how you leave the list, and it works from any row.

Confirmed working

Brewing keyboard navigation and Tab-to-close from a mod row are both confirmed live on the full game.

Previously confirmed: loader and speech, language picker, main menu, options, name entry, the opening cutscene, press-any-key prompts and credit lines. Story dialogue is confirmed by the player.

Built, not yet exercised in game

The "add all" / "remove all" change is new in this release and has not been arrowed past in game.

Also built and not yet exercised: the chat log, popups, drink recipes, achievements, the save/load calendar, gallery, ending epilogues, the newspaper reader, the music app and social media.

v0.9.0

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@ObjectInSpace ObjectInSpace released this 11 Aug 05:15

Screen reader mod for Coffee Talk. Speaks through NVDA, JAWS, SAPI or a braille display, and adds keyboard navigation to menus the game otherwise only lets you drive with a gamepad.

Download CoffeeTalkAccess-v0.9.0.zip below. Install instructions are in the README.txt inside it.

MelonLoader must be the 32-bit (x86) version — Coffee Talk is a 32-bit game, and the 64-bit loader will not load the mod at all. This holds for the full game as well as the demo.

New in this release

Press ~ (shift and the backquote key) to turn dialogue reading on and off. It says which it just switched to. Use it if you already know the story, or want to listen to the game's own audio undisturbed.

It covers the in-game conversation only. Everything else keeps speaking either way — menus, brewing, the chat log, and the opening cutscene. The cutscene is deliberately left alone, because its lines appear and vanish on a timer and there is no way to go back for them. Menus stay audible so that a mistaken press can never leave you in a screen with no way out.

The backquote key on its own still repeats the last thing spoken, and still works while dialogue reading is off.

Also in 0.9.0: the mod manager's Enter key works, a row that could trap the cursor is fixed, and Tab closes the manager.

Confirmed working on the demo

Loader and speech, language picker, main menu, options, name entry, the opening cutscene, press-any-key prompts and credit lines. Story dialogue is confirmed by the player.

Built, not yet exercised in game

The ~ toggle is new in this release and has not yet been run in game — it compiles against both the demo and the full game, but the key has not been pressed live.

Also built and not yet exercised: brewing (ingredients, glass contents, serve result, live stats and hover preview), the chat log, popups, drink recipes, achievements, the save/load calendar, gallery, ending epilogues, the newspaper reader, the music app and social media.

v0.6.0

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@ObjectInSpace ObjectInSpace released this 10 Aug 16:21

Screen reader mod for the Coffee Talk demo. Speaks through NVDA, JAWS, SAPI or a braille display, and adds keyboard navigation to menus the game otherwise only lets you drive with a gamepad.

Download CoffeeTalkAccess-v0.6.0.zip below. Install instructions are in the README.txt inside it.

MelonLoader must be the 32-bit (x86) version — Coffee Talk is a 32-bit game, and the 64-bit loader will not load the mod at all.

Confirmed working on the demo

Loader and speech, language picker, main menu, options, name entry, the opening cutscene, press-any-key prompts and credit lines. Story dialogue is confirmed by the player.

Built, not yet exercised in game

Brewing (ingredients, glass contents, serve result, live stats and hover preview), the chat log, popups, drink recipes, achievements, the save/load calendar, gallery, ending epilogues, the newspaper reader, the music app and social media.

These are shipped rather than held back because the demo cannot reach most of them at all — but expect rough edges. Three screens have been audited line by line so far, and each one turned up wrong wording in code that hooks correctly.

Known limits

  • The smartphone panels do not open on the demo. canOpenSmartPhone is false, so the phone animates in and is pulled straight back off screen. The app content readers are built anyway, since the underlying data ships with the demo.
  • Nothing here has been verified against the retail build yet.
  • If you use a controller, DS4Windows must be on an X360 output profile.

Bug reports from a real playthrough are the most useful thing anyone can send.