Systems · Lessons available
Commodore 64
Build games in BASIC V2 or 6510 assembly, and investigate how programs work with the C64’s graphics and sound hardware.
The VIC-II graphics chip and SID sound chip give us concrete subjects for sprites, scrolling and audio. Comparing BASIC commands with direct memory access shows what the language handles and what the program must arrange itself.
Choose a language
Each route has its own guided sequence. You can begin without completing another language track or Foundations. Use shared explanations when they help with the program you are building.
BASIC V2
Build programs with the C64’s built-in language. Explore game rules, text, data and the relationship between BASIC and the machine’s memory.
63 lesson pagesExplore BASIC V2 →6510 assembly
Follow instructions and memory accesses into graphics, sound and game loops. Learn how the CPU and specialised chips share the work.
33 lesson pagesExplore 6510 assembly →Counts reflect authored lesson pages. They do not mean every planned game is finished or every example has been checked on original hardware. Each track shows its available material and planned projects.
Prepare the right configuration
Use the C64 model and PAL or NTSC setting specified by the lesson. Timing and display differences matter when a program coordinates work with the screen. Disk-drive emulation can also require its own configuration.
The system setup guide introduces the development tools. Check the chosen language’s setup instructions before installing anything. The Setup Guide explains host and target, source and built output; the ROMs guide covers firmware and system files.
Explore the machine and its games
The Vault provides fuller explanations and historical context. These articles are optional reading alongside the lessons.
Commodore 64
The machine and its programming environment.
Read the article →VIC-II
The graphics chip behind the C64’s display and sprites.
Read the article →SID
Sound generation and the choices available to a composer or programmer.
Read the article →Paradroid
A game to explore for rules, opponents and interacting systems.
Read the article →Follow a question further
The Craft develops game-design explanations; its current Maths for Games and Game Feel pages are outlines. The Pattern Library offers techniques to adapt, with their machine and language requirements.
Explore other systems to compare how a familiar idea changes with the language, memory layout or hardware. For additions to the site, read What’s New. The contribution guide explains how to help.