A downloadable tool for Windows

Buy Now$4.99 USD or more

Stop fighting your code and start seeing it.  This custom C64 dev tool turns 6502 Assembly into a visual, block-based powerhouse.

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
  • Edit tiles and maps
  • Setup custom IRQ's
  • Add your own Assembly code into code blocks!

    TUTORIAL PLAYLIST and FILES:

https://www.youtube.com/playlist?list=PLDwNUwlf8I7ejOY_kKW8uw60fUdK0YqU7

DOCUMENTATION V1 is READY.

NOTE:
THE DEMO VERSION has limited features

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.

Recent changes:

V099.25  (13th APRIL 2026) 

  • lRQ HANDLER Node added 
    • > INIT
    • >MUSIC
    • >IRQ HANDLER
      • IRQ's (up to 16 supported)
      • Set IRQ Raster Lines and JSRs to call (set up JSRs in ORG blocks)
    • Gameloop:
      • core game loop code
    • JMP Gameloop
  • Joystick setup example (with small code example (needs removed if using the DEMO as Code blocks are Full version only) )
  • F2 Assembly dump vastly improved for re-pasteablilty back into code blocks (great way to extract code form the macros)
  • Many bug fixes!!

V098_5 (11th APRIL 2026) 

  • CODE block now 99% functional 
  • TILE EDITOR - first draft but working
  • MAP EDITOR - functional
  • .D64 Disk support (in progress)
  • F2 Assembly dump (ALL code+macros)
  • MANY MANY fixes to just about everything!
  • DEMO lockout (no access to CODE or IRQ features)


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)

Please support me by purchasing this tool, let's make great games together!

Updated 16 hours ago
StatusReleased
CategoryTool
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
Authorpolytricity
Tagsassembler, code, coding, Commodore 64, dev, engine, game, maker, programming

Purchase

Buy Now$4.99 USD or more

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:

C64Devmachine_V099_25.zip 35 MB
C64Devmachine_V099_25.exe 48 MB

Download demo

Download
C64Devmachine_V099_25_DEMO.zip 35 MB
Download
C64Devmachine_V099_25_DEMO.exe 48 MB
Download
C64_Dev_Machine_Rev1.260404.docx.pdf 368 kB
Download
ReadMe.txt 622 bytes
Download
C64_GoodFonts.zip 2 MB
Download
CORE_FULL_JOY_SETUP.json 50 kB

Development log

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Comments

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(+1)

Thank you! C64 Dev Machine (2026, Polytricity)

(+1)

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 ?

Deleted 34 days ago
(4 edits)

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.

(+1)

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!!

(+1)

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.