X Tutup

A downloadable tool for Windows

Download NowName your own price

FREE VERSION WILL ALWAYS BE A FEW VERSION BEHIND OF THE  PAID VERSION AND CAPPED TO VERSION 0.75. JOIN THE DISCORD FOR EARLY ACCESS TO THE LATEST, TEST AND REPORT BUGS / REQUEST FEATURES / ASK QUESTIONS.

See changelist at the bottom of this page.

USEFUL MEMORY MAP LINK: https://sta.c64.org/cbm64mem.html

MILESTONE 1 (MONTH 1 - MARCH 2026)

Handy:

Pay for this  now and you will get updates to the FULL VERSION forever. The final price will be between $15-$20 when it's fully completed. Although it will be my full-time job to work on this over the next year alongside my CityCat project!

I will be developing Myths Reborn and Kumité via this tool to make sure it's 1000% capable of producing great, max-speed C64 games!
Documentation is in progress this week as well as collision detection and much much MUCH (did I mention much), yes, MUCH MORE!!!

Join the discord for more info: https://discord.gg/7xEnvUqUYr


COMING NEXT:

  • Map Editor major feature work for map making with predefined stamps
  • SFX firing (SFX are basically just music tracks but short)
  • Move Macro
  • Animate Macro
  • UI rework
  • Examples and Tutorials

 

CHANGELOG


V072 (9/3/26)

  • Sprite index / pointer fix
  • misc bug fixing
  • Named locations for user and hardware 

V068 (7/3/26)

  • More VIC Fixes
  • Video update:  

V067 (7/3/26)

  • VIC bugfixes 
  • Map Editor Bugfixes

V066 (6/3/26)

  • Asset panel
  • Reworked Sprite, Sid, Bitmap Nodes
  • Additonal directions to Joystick node
  • VIC setup node
  • Map editor version 1
  • General bug fixes to some nodes

V062 - 4th March 2026

  • CODE overhaul x 2 (lots of scripts modularised)
  • Joystick working with diagonal options
  • Big Boxes for organising code (spacebar to locate them)
  • Label finding with Jumps/Branches/JSR's
  • Asset panel working well for Sid/Bitmap/Sprites (not others yet)
  • Macro nodes now reference assets instead of floating nodes
  • Massive performance improvements and optimisations
  • All files embedded in a folder with your project file.
  • Alt + drag to copy nodes


V051 (1/3/26)

  • B to create mapping boxes, good for mapping out areas of code in the workspace (B, click to start, drag, let-go, name and colour, double click name to rename/recolour or X to delete)
  • Auto warning of data ranges overlapping between nodes and assets etc.
  • Cleaned up Json save file to a more readable version (backwards compatible)

V050 - 29th Feb 2026

  • CODE overhaul
  • Joystick and keyboard support
  • SID / SPRITE / ASCII support
  • ORG nodes to code horizontally
  • Full of Joy - The full test so far including Joystick input Macro


Updated 9 hours ago
Published 19 days ago
StatusReleased
CategoryTool
PlatformsWindows
Authorpolytricity
Tags6502, Commodore 64, dev, machine

Download

Download NowName your own price

Click download now to get access to the following files:

Example_1_PrintAndMusic.zip 5.4 kB
FullOfJoy.json 47 kB
C64Devmachine_V068_CleanupVicAndBitmapNodes.zip 31 MB
C64Devmachine_V068_CleanupVicAndBitmapNodes.exe 44 MB
BitmapCheck.json 46 kB
CharMapAndSprite_Test.json 85 kB
RandomTest.json 69 kB
CharMapTest.json 61 kB
SpriteCheck.json 33 kB
TestCharaSets.json 3.4 kB
CheckLabels.json 2.1 kB
C64Devmachine_V073_RelPosNeg.zip 31 MB
if you pay $7.50 USD or more
C64Devmachine_V073_RelPosNeg.exe 44 MB
if you pay $7.50 USD or more

Development log

Comments

Log in with itch.io to leave a comment.

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.

X Tutup