
C64 Dev Machine V096_2
A downloadable tool for Windows
Stop fighting your code and start seeing it. My custom C64 dev tool turns 6502 Assembly into a visual, block-based powerhouse. It’s the organization of a modern engine meets the raw power of the Commodore 64. Logic nodes + 2D Space = Faster, more accessible C64 Dev.!
SCROLL DOWN TO THE VERY BOTTOM FOR A DEMO VERSION WITH LIMITED FEATURES.
Key features:
- Full Mnemonics table plus some illegal opcodes for the hard-core types
- One to One coding, each node is 1 instruction
- Direct testing, Press F5 and up pops VICE!
- Label support
- Org-blocks: place re-addressed nodes anywhere in the workspace
- Mapping-boxes: Organise your space find you code with ease.
- Load Sprite data, Charset, Maps, Bitmaps and SID tune assets
- Ability to make your first Machine code games and tests! (better than basic!)
- All files are embedded into a single Json file, share away!
- The Macros help reduce hours of pain and frustration
- ..... There are many many more to come!
TUTORIAL PLAYLIST and FILES:
https://www.youtube.com/playlist?list=PLDwNUwlf8I7ejOY_kKW8uw60fUdK0YqU7
DOCUMENTATION V1 is READY.
NOTE:
THE DEMO VERSION is Version V096_2 with limited features (no IRQ or upcoming CODE BLOCKS and OTHER NEW FEATURES but more than enough to make a game with).
Purchasing the FULL version supports the development and you get infinite updates at no extra cost.
JOIN THE DISCORD For Exclusive updates, more tips and direct help in using the software.
USEFUL MEMORY MAP LINK: https://sta.c64.org/cbm64mem.html
ASSEMBLY MNEMONICS: https://www.c64os.com/c64os/programmersguide/?s=devenvironment
COMING NEXT (Aiming for a solid version 1.0 by July 2026)
- Map Editor major feature work for map making with predefined stamps
- Code blocks
- Game templates
FAQ:
- Mac or Linux version? Not yet, not until it is completed we might consider it.
- Can I shop games made by it? Yes of course, if you do well from it, well done, just be sure to credit the tool!
- Can it support disk / tape versions and loaders etc? Not currently but it will happen after the core work is completed.
CHANGELOG
V096_2 (4th APRIL 2026) EASTER Special : DEMO now UPDATED!
- Autosaving enabled (every 2 minutes)
- Hotfix to SID_EXIT label being auto injected
- NULL_SID example setup so MARCO_IRQ's work
- Mapping box and camera improvements
- Added more shortcut keys
- Documentation version 1 released (needs more work but cant wait any longer!)
- Demo is fully featured minus IRQ and future features such as CODE blocks and other new built-in editors to come.
V095_2 (1st APRIL 2026)
- Autosaving enabled (every 3 minutes let me know if this should be less)
- Check save on leave for changes (window exit)
- Auto detect backups when opened.
- Some node wedge refinement
V094_TSJSRBWC (31/3/26)
- Time for funny version suffixes...this TSJSRBWC stands for Text Scrolling JSR called and Backward compatible. The whole method was redone to cope with joystick input and other conflicting things, this is the biggest issue with coding on C64 is multiple IRQ handlers. So now if you want to advance the scroller you need to enable the JSR, and alias and JSR to it in your game-loop. This is how most things could/should work and hope no more re-writes
- Export .prg (F4) now working correctly
- Features I said would be in the previous version were missing, they are in this one.
V090.9A (30/3/26)
- CTRL+DRAG BOX over nodes to select, move together via the top-most node or CTRL-Drag to copy
- Zoom out to see things a little differently
- HOLD shift to see extra info like node addresses and cycle count
- SFX Node added but needs a little more explaining perhaps (full tutorial coming soon) otherwise this is all I have for now :
V090.4 (28/3/26)
- UNDO/REDO added (CTRL Z /CTRL Y) [100 states] : report any bugs please
- Some NODE latching bug fixing
- UI clicking area fixed for Assets
- Assets should save locally when imported (ongoing testing)
V089.9 (27/3/26)
- HOTFIX to Macro Move (please note this will affect any projects containing Macro move, please remove and resave before updating and loading, then redo any Macro Move nodes.
- Export as .PRG (F4)
- Reduced the right-side shelf width.
V089.6 (26/3/26)
- MAP asset editor changes to support Hires only (colours 0-15) and Mixed MC/Hires (HR) modes. Scroller updated to work correctly with these.
- Auto save window size and position (hot fixed in .6)
- UI visual update
- Anim speed renamed to 'Delay'
V088 (25/3/26)
- ANIM and COLLISION Macros updated
V088 (24/3/26)
- First draft of ANIM and COLLISION Macros
- Minor bug fixes
V087_6 (23/3/26)
- More node based bug fixes
- Bug fix to Byte data asset
- Mapping boxes now move org chains and var chains with them
- Grid and tabbing refined
- IRQ Macro added (first draft)
- updated example (demonstrating current key features) DEMO_23Mar26_V087_6.json
V087_A (22/3/26)
- New UI controls (ALT/Middle mouse/arrow keys) to PAN
- Mouse wheel to zoon or PageUp/Down
- Double-Right click to delete nodes
- CTRL+drag nodes to copy them
- CTRL+drag in space to select nodes
- TAB to indent selected of node under pointer
- SHIFT+TAB to reverse indenting
- Preview wdge-insertion
- Node behaviour improvements
- Map scrolling improved/in progress
- Text scrolling improved/finalised
- Map resizing (min 40 max 160 in width) height fixed at 25 but can be limited in the scrolling macro
- Spred64 now autosaved, so no need for ALT+S
- Signed Byte variable (auto fixes negative values i.e -$01 = $FE
- String and Byte data assets. Byte data can contain $xx (hex) and xxx (dec) comma separated, auto injects into ram at the set location.
- other misc fixes and improvements.
V086_C (17/3/26)
- Press R/J for RTS(rti if R on node) and JMP(jsr if J on node)
- Address labels auto rename
- New var type : strings as well as Text data asset able to be used
- Panning now with ALT or MIDDLE MOUSE
- Right mouse button deletes nodes
- Arrow keys / Page up/down to move around workspace
V086 A (17/3/26)
- SPRED64 Now integrated so you can make and edit sprites with ease!
V086 (16/3/26)
- Added J and V as shortcuts for Jump and Variables ORG for multiple variable holding points. Great for building custom tables too.
- Fix to Asset column misalignments and renaming
V085 (15/3/26)
[PATCH 1] : Embed Text Data - Fix was to the custom scroller text data file not being embedded. It embeds now.
- Scrolling Text Macro - Stable with NOP Delay control to get a close to stable raster (not perfect and depends on other stuff going on)
- Bitmap, Sprite, Scroller (with commands) and SID music all working.
V076 (11/3/26)
- Scrolling Macro - started (incomplete, use just to test it, requires a char-map and map setup in your assets and nodes)
- Music Player and Track selector fixed (also in V068)
- Sprite moving fixed up
- Other minor bug fixes
- Minor graphical updates including splash screen and icon
V072 (9/3/26)
- Sprite index / pointer fix
- Some bug fixing
- Named locations for user and hardware
V068 (7/3/26)
- More VIC Fixes
- Video update:
V067 (7/3/26)
- VIC bugfixes
- Map Editor Bugfixes
V066 (6/3/26)
- Asset panel
- Reworked Sprite, Sid, Bitmap Nodes
- Additonal directions to Joystick node
- VIC setup node
- Map editor version 1
- General bug fixes to some nodes
V062 - 4th March 2026
- CODE overhaul x 2 (lots of scripts modularised)
- Joystick working with diagonal options
- Big Boxes for organising code (spacebar to locate them)
- Label finding with Jumps/Branches/JSR's
- Asset panel working well for Sid/Bitmap/Sprites (not others yet)
- Macro nodes now reference assets instead of floating nodes
- Massive performance improvements and optimisations
- All files embedded in a folder with your project file.
- Alt + drag to copy nodes
V051 (1/3/26)
- B to create mapping boxes, good for mapping out areas of code in the workspace (B, click to start, drag, let-go, name and colour, double click name to rename/recolour or X to delete)
- Auto warning of data ranges overlapping between nodes and assets etc.
- Cleaned up Json save file to a more readable version (backwards compatible)
V050 - 29th Feb 2026
- CODE overhaul
- Joystick and keyboard support
- SID / SPRITE / ASCII support
- ORG nodes to code horizontally
- Full of Joy - The full test so far including Joystick input Macro
| Updated | 3 days ago |
| Status | Released |
| Category | Tool |
| Platforms | Windows |
| Rating | Rated 5.0 out of 5 stars (2 total ratings) |
| Author | polytricity |
| Tags | assembler, code, coding, Commodore 64, dev, engine, game, maker, programming |
Purchase
In order to download this tool you must purchase it at or above the minimum price of $4.99 USD. You will get access to the following files:
Download demo
Development log
- Raster Splitting5 days ago
- Hot fix / workaround for MACRO_IRQ functionality5 days ago
- C64 Dev Machine: DEMO UPDATE !! Happy EASTER!5 days ago
- Autosaving added8 days ago
- BIG update!9 days ago
- SFX , Optimizations, Drag multiple Nodes10 days ago
- Undo and Redo added12 days ago
- Export PRG added13 days ago






Comments
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Thank you! C64 Dev Machine (2026, Polytricity)
Thank you for the share <3 <3 <3
I am going to make new example files up for the demo version as well as the newer version soon. I will update later today.
Hi There, I bought this on the 03/03/26 and now I don't have access to newest version 073 is this intended or mistake ?
I think I know what it was, I set the minimum price up from $5.00 to $7.50 for the latest ones which I realised now would have locked access to buyers who paid $5.00 so I have put that back to $5.00 which makes sense. So in effect if you bought into it early, you get access to newer versions, I just need to keep that set to $5.00 for the duration of the project :/ My bad. Let me know if you have access now as I had to mess about with price setup and what is a demo and stuff.
I think this is an issue with raising prices at my end, apologies for that, I will keep the updates at $5.00 minimum moving forwards so you have full access to this project.
Cheers, Robert.
Have access again Thank You
Great, no problem. Thank you =)
Looks interesting. At first glance my main suggestion for an improvement would be to have tabs at the top so different modules (e.g. player, enemy, IRQ, Hud, GameOver) can be kept separate rather than a huge scrolling area. Perhaps with a separate panel that allows access to labels defined in other modules.
Although it seems to be aimed at people who already know 6502 and the C64 very well and just offers a different way of working, the drag & drop format with a bit of tweaking seems like it would be perfect for teaching beginners.
For example 'LDA IMM 35, CMP 52, BNE COURSE_NOT' means nothing to a beginner but 'Put 35 into accumulator, compare accumulator with 52, if accumulator is not 52 goto COURSE_NOT' is more understandable, and the underlying instructions could still be shown so they begin to make that connection.
Thanks Arlasoft for the suggestions, they will be useful as this grows. I have comment nodes that will be good to give that kind of teaching side and I will make up a series of files for that at some stage too, as well as make a game with it. In most cases it is as close to coding in assembly as you could get but node based. The macros themselves could contain those things like Hud (with font asset, number of characters for score, Position etc) then the address it would fetch the data from and so on... It's forever evolving and I am in free-fall just trusting the process hoping things will click into place.
Once the core work is done, right now getting assets and character sets imported and then a collision macro set-up, more things will come to the forefront of what works for me and for the new-comers will start to take premise. Looking forwards to seeing what people can make in any case, even at this early stage.
Each macro has (or will have) a CODE and HELPER button, the code shows the full breakdown of the instructions used, MACRO_SID is pretty big, the helper explains a little about its purpose only. I will have extensive documentation about each opCode but much of that is just extrapolations from what one can find online, so I hope this fills a void for anyone wanting to take a leap from basic to assembly.
Great advances have been made! Update next week!!
Great work! I've been using yormesyx64 for a while now, and everything is automatically placed in memory. You can also do it yourself there; maybe something for in c64 dev machine. I'm curious to see how this program develops. I'll definitely use it later.