Bought it today, even if I was not sure if it will run on my Mac and Linux. It's a Windows tool and I, as a Linux and Mac user, have no real Windows.
The good news: -- It's working... but...
Here is the magic. On Mac and Linux (Mint) I use Crossover (an enhanced Wine tool). It emulates the core Windows stuff, without the need of an Windows license.
Download the ZIP of C64 Dev Machine!
Open your bottle (not beer!) - The "Windows bottle" from Crossover.
Then open the C: folder and Program (Program Files or Program Files (x86)) folder.
Copy the C64 Dev Machine to the Program folder.
But stop! There is something more to do (no fun with some work)!
The Vice coming with C64 Dev Machine won't work with Crossover (and Wine). But there is some more magic!
Download SDL2VICE-3.10-win64.zip from VICE!
Extract the ZIP to your Download folder.
Now navigate to the Crossover C: Program folder
Go to the C64 Dev Machine folder / Vice
Delete everything there (OMG... Yes! Delete it!)
In the Empty Vice folder create a bin folder.
Copy everything from the SDL2VICE-3.10-win64 folder (in Downloads!) the the C: Program / Vice / bin folder.
Ok... Call you self a wizard and start the C64 Dev Machine in Crossover on your Mac or Linux machine.
OMG... You will get some errors. Seems like C64 Dev Machine will not start...
Keep calm! No Problemo! A bit strange, I know, but it seems that the tool likes to start in full screen mode, which crashes in Crossover...
Do Not Panic! Just click the messages 4 times away and this wonderful tool runs.
Moment of truth... Will It Blend? ... Yes it will!
The default program is a black Border and a black Screen. (F5) or better click on "Build and Run", mighty User!
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.
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 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.
← Return to tool
Comments
Log in with itch.io to leave a comment.
That's a cool tool!
Bought it today, even if I was not sure if it will run on my Mac and Linux. It's a Windows tool and I, as a Linux and Mac user, have no real Windows.
The good news: -- It's working... but...
Here is the magic. On Mac and Linux (Mint) I use Crossover (an enhanced Wine tool). It emulates the core Windows stuff, without the need of an Windows license.
The Vice coming with C64 Dev Machine won't work with Crossover (and Wine). But there is some more magic!
Ok... Call you self a wizard and start the C64 Dev Machine in Crossover on your Mac or Linux machine.
OMG... You will get some errors. Seems like C64 Dev Machine will not start...
Keep calm! No Problemo! A bit strange, I know, but it seems that the tool likes to start in full screen mode, which crashes in Crossover...
Do Not Panic! Just click the messages 4 times away and this wonderful tool runs.
Moment of truth... Will It Blend? ...
Yes it will!
The default program is a black Border and a black Screen. (F5) or better click on "Build and Run", mighty User!
Wow 😃🤩 yes total wizardry! Soon the support will come. This is human inspiration right here!
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.