A downloadable tool for Windows and macOS

Buy Now$10.00 USD or more

SCROLL DOWN FOR THE FREE LITE VERSION to get a taste of what to expect!

BUILDS DIRECTLY to YOUR


This custom C64 dev tool turns 6502 Assembly into a visual, block-based powerhouse giving you full control right down to the bits!


Key features:

  • Full Mnemonics table plus some illegal opcodes for the hard-core types
  • Node = Code (Code blocks are a PRO feature so you can code with text)
  • Direct testing, Press F5 and up pops VICE! F4 to Export and test on C64Ultimate
  • Label support Lo/Hi, string, byte, Decimal, Hex
  • 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
  • Import PNG and convert directly with fine-tune colour controls
  • Full Bitmap editing suite.
  • Spred64 is integrated for full sprite editing
  • SFX are extracted directly from the instruments of a Goatracker .sng
  • Lots of CORE .json demo files being produced almost daily.
  • Ability to make your first Machine code games and tests! (better than basic!)
  • All files are embedded into a single Json file, share away!
  • Full Charset and map editor (many more features planned)
  • Map editor + Meta tiles
  • Bitmap Editor
  • Setup custom IRQ's using the IRQ Handler (PRO VERSION)
  • Add your own Assembly code into code blocks! (PRO VERSION)
  • Sprite FlipX, Enable, Priority, Animate, Move and Collide!
  • More things I have not motioned here like Map scrolling....(oops just did, spoiler alert!)

DOCUMENTATION is READY but much more to update over June 2026.

NOTE:
THE  LITE VERSION has most all features required to make anything except for the advanced CODE IRQ Handler blocks and MOVE MEM... so you can still tinker your heart away with the majority of features including the fully upgraded charset, map, sprite and bitmap editors!

C64 Dev machine is considered to be in an ALPHA state, not fully functional and good for tinkering and learning until it reaches version 1.0.

Purchasing the FULL version supports the development and you get infinite updates at no extra cost.
 For Exclusive updates, more tips and direct help in using the software. JOIN THE DISCORD

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 AUGUST 2026)

(progress is slow because I am implementing many may features into this)

  • Map Editor major feature work for map making with predefined stamps
  • Meta Tiles full support
  • Vertical scrolling systems
  • Multi-directional scrolling
  • Bitmap building tools (for runtime bitmap building by elements)

FAQ:

- Do I need to know machine code in order to use this? - Not immediately but it will truly help you to learn it because it has bigger instant results, want a bitmap? Done, want a sprite to move, done!

- 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? Disk support so far, Tape and Cart coming soon.


Updated 1 hour ago
StatusIn development
CategoryTool
PlatformsWindows, macOS
Rating
Rated 5.0 out of 5 stars
(14 total ratings)
Authorpolytricity
Tagsassembler, code, coding, Commodore 64, dev, engine, game, mac, maker, programming

Purchase

Buy Now$10.00 USD or more

In order to download this tool you must purchase it at or above the minimum price of $10 USD. You will get access to the following files:

DualSidTest.json 34 kB
C64DevMachine_win_V1_08_PRO.zip 34 MB
C64DevMachine_win_V1_08_PRO.exe 47 MB
C64Devmachine_V1_08_PRO_MacOS_n.dmg 51 MB
C64Devmachine_V1_08_PRO_MacOS_n.app.zip 44 MB
C64DevMachine_win_1_09_PRO.zip 34 MB
C64DevMachine_win_1_09_PRO.exe 47 MB
C64Devmachine_V1_09_PRO_MacOS_n.dmg 51 MB
C64Devmachine_V1_09_PRO_MacOS_n.app.zip 44 MB

Download demo

Download
READ_ME_Install.txt 369 bytes
Download
C64_GoodFonts.zip 2 MB
Download
MACHINECODETABLES.zip 5.5 MB
Download
VICE_VersionForMAC.txt 247 bytes
Download
C64_Dev_Machine_EULA.md.pdf 93 kB
Download
PRE_V1_TESTFILES.zip 97 kB
Download
C64_Dev_Machine_Code_Editor_Guide.pdf 241 kB
Download
MANUAL_C64_Dev_Machine.pdf 513 kB
Download
C64DevMachine_win_V1_08_LITE.zip 34 MB
Download
C64DevMachine_win_V1_08_LITE.exe 47 MB
Download
C64Devmachine_V1_08_LITE_MacOS_n.app.zip 44 MB
Download
C64Devmachine_V1_08_LITE_MacOS_n.dmg 51 MB
Download
C64DevMachine_win_1_09_LITE.zip 34 MB
Download
C64DevMachine_win_1_09_LITE.exe 47 MB
Download
C64Devmachine_V1_09_LITE_MacOS_n.dmg 51 MB
Download
C64Devmachine_V1_09_LITE_MacOS_n.app.zip 44 MB

Development log

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Comments

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(3 edits)

Hello,
I am currently testing C64DevMachine V1.0.8 with VICE, and the product looks interesting and user-friendly.


 - However, i noticed during testing that the 'Scrolling Text' function doesn't work very well with Bitmap mode; it displays characters like "@@@@@ ...." at startup before showing the demo message (there is significant glitching and flickering on the background, even when adjusting the cycles). Is it also possible to adapt this function for TEXT mode (HR/MC)?

 -There is also the map scrolling demo (https://drive.google.com/file/d/13tPgqtYfpMD9XT-zAPZwrvmoZIgh-EoR/view), which suffers from excessive flickering during scrolling. When moving the spaceship, the movement isn't smooth. Regarding scrolling management, here is an interesting link that might be useful for game scrolling (drwombat / Oscar64 Compiler):
https://github.com/drmortalwombat/plekthora
https://drmortalwombat.itch.io/plekthora

-When dumping a program (F2), only a partial source code Dump is generated. Is it possible to get a full dump of the program (assets, bitmap, SID, data, etc.)?

If you read this message and have the time, could you please take these points into consideration? Otherwise, you are doing a great job.

Hi coderzxy54,

Indeed there are still some flaws in various places, with text scrolling, IRQ timer issues and scrolling, too much demand for little C64 that the routines need to be used sparringly (or in reduced ways), or aim for C64 ultimate. Text made can be set up with HR/MC via the VIC and IRQ handlers, a bit more complex for someone new coming to this expecting things to work. Those were some of the very early experiments too.

And yes, not all things are getting dumped out as there are new things being made all the time, their code tends to get refined or scrapped, I just need to update the Dump file parser, left it behind for a while now.

Thanks for the links, I will look into them soon.

(1 edit)

The @@@'s happen due to the raster timing, chaning the row / NOP padding sometimes helps, but its really down to there being 0's there (the @ symbol) where it should be reading placing your scroller text... it is very fiddly and one of the things I have been learning as I got deeper into this project. Sometimes you cant always get what you expect with C64 and have to work around the limitations. If you want, you can share anything on the Discord, I can take a better look and see where I can make improvements better on my side too.

I believe you already have the example in your archives; you previously made the file available for free download on itch.io (this was before version 1.00 of C64DevMachine) with the name CORE_BITMAP_SID_TEXTSCROLLER.json, including the Van Halen music ("Jump") :)
When you run it, you'll see those famous "@@@@@ ..." ;)

Sincerely,

I see, its not being padded out as the scroll message enters, so that is just whatever is in memory before it.  many of those Pre Version 1.0 things are subject to get broken, the routines might have been adjusted, so those files were more like proof of something almost working, or worked at the time... to be honest I dont know when the @ bug appeared as it was fine in an older version i will patch that.

Found it, that was a recent change where I was doing a find and replace to replace $20's to $00 (spaces for @'s for tilemaps, I must have caught that bit of code too).

(1 edit)

Great, finally, a nasty bug tracked down and fixed! ;). Thanks a lot!
Just so you know, I also tested the text mode (HR/MC) for the Scrolling Text function. I used a "Bubble Bobble" background converted to TXT MC mode using Charpad (alphanumeric characters are included in the charset). I changed the text colors, but at this stage, the colors don't match the settings at all (see the screenshot below). I'm not using Irq or anything like that (just standard nodes).

I encourage you to run a test and see if you encounter the same issue with character color control.

The text scroller itself is using its own IRQ and it looks like it has gone into HiRes character mode, thats the only way to get those upper 8 colours. So something has confused it, perhaps the fact I only tested with Bitmaps so far, so I will look into that.

(1 edit)

In regards to the github links, those are more optimised routines doing other menial scrolling tricks to chars, not full screen scrolling with colour ram (which takes about 1.5 full screen draws to accomplish, hence this being fine on C64 ultimate with some turbo or, you trim it right back like most C64 scrolling games have to do, that one being a fine example). Tricks which avoid a big techncial ask of a C64.

The F2 dump is showing all code macros as far as I can see, the actual data of the assets though, I don't dump those other than byte data as they would be generally unreadable. So you only see the core macro routines / any code etc. So a Bitmap itself generate the data it needs at compile time, liek I said it would be unreadable but you can export as KLA and examine that however you like.

Was there a specific macro or code not coming out in the F2 dump you saw?

(2 edits)

Regarding the analysis on GitHub, I was hoping for an interesting solution for the scrolling. Surely there are other examples of older games with smooth map scrolling out there. Are you still trying to find an optimization for map scrolling, or do you plan to give up on it at this stage (which would be a real shame for C64DevMachine)?

As for the partial dump (F2), it is not urgent or a blocker right now. If it requires coding time, take whatever time you need.
And no, i haven't personally noticed any Macro or code loss in the dump.

Sincerely,

Not given up on scrolling, just been trying to find where the limits are. Folk may expect anything they throw at it to work, but if you ask too much of it, it will glich. For example, setting the H scroller to 8 rows and colour to NONE, then pre-injecting the colours seems nicer for a stock C64. I am still in a learning process of what works best then I need to make ti all work in my own programming macros... I keep the options open though since C64 Ultimate has no problem handling it. So, not given up, just not sure what I need to optimise, I leave that for the end user to figure out since all the tools are inplace. Indeed the F2 dump is working correctly, you're just not able to see the 'data' as it were as that would be unreadable.

(+1)

Thank you for your reply and for your time; I'll leave you to get on with developing C64DevMachine.

See you soon.

(+1)

I realize you're very busy with development work. By the way, congratulations on everything you're doing with this fabulous app! But I wanted to ask if you could create a series of organized and structured YouTube lessons teaching how to develop a fun, realistic game with great graphics and sounds, from scratch, including some theory. I hope you do. In any case, thanks for your work!

Thanks, takes a long time so, that Halloween Gamejam I am hosting, I stream everytime I work on it, although thats more casual and at times complicated as there is always problem solving involved... When I start making specific tutorials for specific game types and supplying the files, that will be a benefit, as long as folk know how to change it up to be more unique. Starting simple, I will make some kind of top down quest example like Storm or Zelda.... it will take a while to plan out, make and edit the videos but I will start devoting time to that soon.. This month is extra busy with multiple projects but next month will be better. Anyone who knows the tool is welcome to make tutorials too ofc, even learning packs and asset for sale that work with it. 

Cheers!

Robert

(+1)

Really love this. Let's see if it will finally help me to write a full C64 game.

(+1)

Aaaand bought.

(+1)

Lovely! Thank you!!

(+1)

Sorry if my question is a bit  out of frame but does the tool  support creating games for C64 or its focused on the Ultimate64 features which can handle REU support  for example?

(+1)

Its primary focus is original C64 but there is support for c64 ultimate registers although not as far on as I would like at this stage they are fairly easy to implement with code blocks if you want. REU features will be supported next month afyer the version 1.0 release on Friday.

(+2)

If you want to start programming on the C64, then look no further. C64 Dev Machine is a great starting point to getting your programs up and running. I love how fast this gets updated, with new additions added pretty much every week. Robert the developer, hosts streams pointing out how to use any updates he adds, and the discord channel is a mine of tips and resources. If you have a C64 Ultimate, then this is a must 😀👍

(+1)

Since 1985 I've wanted to remake the brutally-tough platformer China Miner, so that normal human beings could play it. Thanks to your efforts I've been able to start redoing the sprite sheets and maps. One day, my childhood dream of a playable China Miner will be fulfilled, thanks to my newly-received (and long-awaited) C64 Ultimate, and your wonderfully intuitive dev system. Although still being developed, this was an easy purchase decision, and has reignited my decades-old interest in 6502 coding. Thanks for all the obvious hard work you're putting into this.

Thank you for the kind words. I look forwards to seeing your progress with the remake. Indeed, I will continue to improve this development tool as I too ha e a few games I want to make, C64 ultimate is another great reason too. Enjoy!

(+2)

I wish for native Linux support.

(1 edit)

After version 1 maybe, but you can use Wine, Whiskey or Crossover and it works.. have you tried that?

(+1)

I just purchased your tool, will have to have a play now 😁😁

Thank you!!

No worries mate, you deserve it! Good luck with all, including City Cat? ❤️

(+1)

SAVE AS doesn't seem to work in the latest MAC version or even in 99.79

Hot fix on the way 1.hour

(+2)

Thank you! I love this program!

Thank you for the wonderful comment!

(+1)

this tool is pretty amazing!

(+2)

Thank you. The idea is, eventually we will be making games, and templates to share so you have a starting point, with no limit to what you can create but that of your imagination and the C64 / C64 Ultimate itself. There is so much more cool stuff to come that will help, this is just 4 months of rapid development so far!

(+1)(-6)

No AmigaOS support no purchase.

(+5)(-2)

AmigaOS.... sure okay, I lost 1 sale. My bad I guess lol.

(+1)(-1)

Maybe ask AmigaOS to support windows and mac apps? 

(1 edit) (+1)

Have purchased this and liking it very much, much easier to use that C64 Visual Assembler (which is basically the same thing but I do not get on with)
That program however has one cool feature you do not have yet and I am hoping you can add it...

There is an option to set the IP address of the C64 Ultimate and then instead of compiling and running on VICE it  sends it to theRam disk (Temp) on the C64 Ultimate and lanuches it there!

Any chance you can add this cool feature?

(+2)

Actually, someone else mentioned it and I saw a video on it too... it WILL be added soon (maybe tonight!)

(+1)

It is working perfectly, love it!

Hi, neither of the Mac files works on my Mac mini M2 pro with OS Tahoe 26.5. When I try to launch it, it's just bouncing once and stops launching. :(

Sorry about that. Looks like I will need to try to build on a newer mac... I will do what I can to get some help with this. I am about done with an updated version se will see how that goes too.

Is there a compatibility mode you can try running in, or check any virus guard is not blocking it... its all codesigned and whatnot. Maybe .dmg file will be better. I will supply that in the next update. Got a few users using Tahoe and is fine so could be something else.

(+1)

Hi, V75 works now from the .dmg-  Thank you!

For all you Mac users out there who've been itching to try C64DevMachine out, I can confirm that the new Mac upload is working just fine on my Mac mini M2 pro, which is a silicon machine. You just need to confirm you're happy to run it after dropping into apps and you're away.


Let's see some examples of what you all can do with this great application now, guys.

(+2)

Dude, I cannot wait to get into this..!

So good!

(+1)

Thank you, there is some tutorials here to help you: https://www.youtube.com/watch?v=bummBPOkp5E&list=PLDwNUwlf8I7ejOY_kKW8uw60fUdK0YqU7&index=1

(+1)

Leaning to code with the node! And testing on the C64 Ultimate is so nice now!!
(1 edit) (+1)

Got my C64 Ultimate and giving it the dev machine treatment to welcome it to my world!

(1 edit) (+2)

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.

  • 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!


(+1)

Wow 😃🤩 yes total wizardry! Soon the support will come. This is human inspiration right here!

(+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 157 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.