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C64 · Assembly · 6510

Commodore 64 assembly

Learn the machine by building games on it

CPU
MOS 6510
Speed
1 MHz
RAM
64 KB
Graphics
VIC-II
Sound
SID

Where you are

04 · Machine track

C64 assembly is where the ideas become 6510 code and VIC-II/SID behaviour.

This route is the concrete application layer: registers, addressing modes, screen memory, sprites, sound, frame loops, and complete games under the C64's actual constraints.

  • BASIC is useful for learning the C64, but it is not a formal prerequisite.
  • You should be comfortable with variables, loops, branches, and binary or be ready to learn them here slowly.
  • Use The Craft when a game introduces a technique such as timing, collision, state, or game feel.

Before you begin

You'll need an emulator and an assembler. Both are free and take five minutes to install.

Set up your tools →

Games

Each game teaches new skills while building something you'll want to play. Start with Game 1 and work through in order — each builds on what came before.

0
Meet the Machine screenshot
Meet the Machine
The assembly on-ramp — meet the 6510 and the C64 one idea at a time, before you build a thing.
Registers and memoryThe screen as memoryTest-and-branch control flowIndexing, loops and subroutines
16 / 16 units
1
Starfield screenshot
Starfield
Single-screen space shooter with hardware sprites
VIC-II spritesJoystick inputSID soundRaster interrupts
17 / 17 units
2
Soon
Platform Panic
Single-screen platformer — gravity, jumps and sprite-vs-background collision
Hardware sprites, deepenedJump physicsSprite-vs-background collisionSID sound effects
Coming soon
3
Soon
Maze Raider
Maze chase on a redefined character set, with tile collision and chase AI
Custom charsets and tile mapsTile collisionChase AISID sound effects
Coming soon
4
Soon
Brick Basher
Bat, ball and bricks on a character playfield — reflection angles and power-ups
Ball physics and reflectionA character playfieldPower-up stateCollision
Coming soon
5
Soon
Night Raid
Side-view action with a locked status panel — your first raster split
Raster interrupt split screenA locked status panelCharset terrainFuel and collision
Coming soon
6
Soon
Velocity
A world that streams past — smooth hardware scrolling
Smooth hardware scrollingThe VIC-II scroll registerLevel streamingA camera
Coming soon
7
Soon
Hornet
Reuse eight sprites to put 16-32 objects on screen — sprite multiplexing
Sprite multiplexingRaster-timed sprite reuseSortingArena waves
Coming soon
8
Soon
SID Symphony
A music player ticking under a running game — interrupt-driven SID
Interrupt-driven SID musicA player on the raster IRQA visualiserInput
Coming soon
9
Soon
Catacombs
Explore a large scrolling dungeon and manage what you carry
A large scrolling worldItem managementTiles and enemiesMusic under play
Coming soon
10
Soon
Raster Rider
A road that bends and rushes — per-scanline raster effects
Per-line raster effectsA pseudo-3D roadSprite-scaling fakesMusic
Coming soon
11
Soon
Maelstrom
Scroll, multiplex, music and logic — all inside one stable frame
Raster-time budgetingStable IRQ chainsEverything at 50HzIntegration
Coming soon
12
Soon
Deephold
A large adventure that remembers — disk I/O and a save system
Disk I/OA save systemLarge game designPersistence
Coming soon
13
Soon
Tumbledown
An isometric world drawn back-to-front — the hard render, last
Isometric projectionDepth sortingPuzzle mechanicsWorld building
Coming soon
14
Soon
Mega Blaster
Turrican-style large-sprite action platformer (breadth)
Large spritesScroll-actionWeapon varietyBoss state machines
Coming soon
15
Soon
Knuckle
Two-fighter beat-'em-up (breadth)
Animation statesHit detectionTwo-playerOpponent AI
Coming soon
16
Soon
Strata
Multi-layer parallax shooter (breadth)
Layered parallaxBoss patternsWeapon systemsScrolling, deepened
Coming soon

What you'll master

By the time you've built all the games, you'll have deep knowledge of C64 hardware and assembly programming.

VIC-II graphics

Sprites, character graphics, smooth scrolling, raster interrupts, and the tricks that made C64 games look impossible.

SID sound

Three voices, filters, ADSR envelopes, and the techniques that created the C64's legendary sound.

6510 assembly

The full instruction set, addressing modes, and optimisation tricks that squeeze every cycle from the CPU.

Game architecture

State machines, collision systems, input handling, and the patterns that make games feel right.

Ready to start?

Game 1 starts with a ship on screen. By Unit 2, you're moving it with the joystick. By Unit 16, you've got a complete shooter.

Start: Meet the Machine →