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NES · Assembly · 6502

NES assembly

Learn 6502 assembly by building games

CPU
Ricoh 2A03
Speed
1.79 MHz
RAM
2 KB
Graphics
PPU
Sound
APU

Where you are

04 · Machine track

NES assembly is the concrete 6502 route through a cartridge machine.

This is the application layer: 6502 instructions, memory-mapped PPU and APU registers, nametables, sprites, controller input, cartridge layout, mappers, and complete games that fit the console's rules.

  • There is no BASIC gateway route for the NES.
  • You should be comfortable with variables, loops, branches, and binary or use Foundations first.
  • Use The Craft when a game introduces reusable ideas such as timing, scrolling, collision, state, or feel.

Before you begin

You'll need an assembler and an emulator. 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 6502 and the NES one idea at a time, before you build a thing.
Registers and memoryThe PPU window and palettesTest-and-branch control flowThe NMI frame heartbeat
18 / 18 units
1
Dash screenshot
Dash
Your first finishable game — a sprite you steer through obstacles, driven by the NMI loop
OAM sprites and DMAController inputThe NMI game loopCollision and score
17 / 17 units
2
Soon
Crate Escape
Single-screen platformer — a multi-tile character that animates and jumps
MetaspritesSprite animationJump physicsTile collision
Coming soon
3
Soon
Fracture Point
Breakout on a coloured brick field — the NES's 16x16 attribute colour grid
Attribute tables and palette swapsBall-vs-tile collisionMetaspritesPhysics
Coming soon
4
Soon
Pellet Panic
Maze chase — pursue-and-flee AI on a tile grid
Chase and pathing AITile-grid movementPower-up stateAttribute colour
Coming soon
5
Soon
Fangs for the Memory
Grid snake — data structures on the 6502
A ring bufferGrid logicGrowthScore
Coming soon
6
Soon
Thunder Run
A vertical action game with a real soundtrack — the APU music and SFX engine
APU square, triangle and noiseA frame-driven music engineSFX under playEnemy formations
Coming soon
7
Soon
Pixel Plains
A side-scrolling platformer — the PPU scroll registers, a world two screens wide
PPU scrolling, single to two-screenThe scroll registersMetaspritesAttribute colour
Coming soon
8
Soon
Ion Trail
A horizontal shooter that never ends — infinite column-fed scrolling
Infinite scrolling (column feed)Mid-frame PPU updatesEnemy patternsOAM multiplexing
Coming soon
9
Soon
Crypt Crawler
A flip-screen dungeon — rooms, keys, doors and persistent state
Rooms and persistent stateScreen-flip transitionsKey and doorAI
Coming soon
10
Soon
Gridlock
Falling blocks — big game logic with no mapper
Piece rotation tablesLine-clear and lock timingAPU jinglesData structures
Coming soon
11
Soon
Iron Assault
Run-and-gun bigger than the ROM — your first mapper (MMC1 bank switching)
MMC1 bank switchingBigger CHR and levelsBossesTwo-player
Coming soon
12
Soon
Pavement Justice
Beat-'em-up — melee combos and many enemies, depth-sorted
Y-depth sortingCombo state machinesMany enemiesMMC1 banking
Coming soon
13
Soon
Tarmac Terror
Pseudo-3D racer — IRQ scanline tricks for road and horizon
IRQ scanline tricksRoad perspectiveSprite-scaling fakesMMC1
Coming soon
14
Soon
Echoes of Eponium
A connected metroidvania world — MMC3's IRQ split and CHR banking
MMC3 IRQ split and CHR bankingA connected worldAbility-gatingBattery save
Coming soon
15
Soon
Requiem for a Mapper
The capstone — IRQ HUD, battery save and professional polish, everything together
Integrate all rungsAn IRQ HUDBattery backupProfessional polish
Coming soon

What you'll master

By the time you've built all the games, you'll have deep knowledge of NES hardware and 6502 assembly.

PPU graphics

Master the Picture Processing Unit: tiles, sprites, nametables, and the scrolling techniques that defined a generation.

APU sound

Program the Audio Processing Unit's five channels: two pulse waves, triangle, noise, and DMC for authentic 8-bit music.

6502 assembly

The instruction set that powered the console revolution. Zero page, indexed addressing, and cycle-counted code.

Mapper magic

Understand cartridge mappers and how they expanded the NES beyond its limits. Bank switching and advanced techniques.

Memory map

The NES has a compact but powerful memory layout — just 2 KB of RAM, with memory-mapped I/O for the PPU and APU.

$0000–$07FFRAM (2 KB, mirrored to $1FFF)
$2000–$2007PPU registers
$4000–$4017APU & I/O registers
$8000–$FFFFPRG-ROM (cartridge code)

Ready to start?

Game 1 starts with the PPU — building a complete NES cartridge from scratch. By the end of Unit 1, you'll have a sprite on screen drawn by real NES hardware.

Start Game 1: Dash →