Starting from a template
Don't build a project from an empty directory. Two templates exist, both of them working programs you can assemble in the next thirty seconds, and both carry the file you would otherwise spend an evening writing by hand.
| Template | What it makes | Runs |
|---|---|---|
6502-PRG | A program in RAM, loaded from BASIC | Alongside BASIC, the Kernal, everything |
6502-CRT | A cartridge ROM | Instead of BASIC — it owns the machine |
Start with 6502-PRG. A cartridge is the right answer for a finished game you want to plug in, and the wrong answer for anything you are still writing.
Clone it
git clone https://github.com/acwright/6502-PRG.git countdown
cd countdown
makeThat's a build. Several files came out; Program.prg is the one the machine loads, and the next chapter explains the rest.
What's in the box
| File | What it's for |
|---|---|
Program.asm | The source. Yours to replace. |
6502.inc | Every Kernal routine, hardware register and constant, by name |
6502.cfg | The linker configuration — where things go in memory |
Makefile | The build |
6502.inc is the one to open first. It's the reason your program can say
jsr PrintStrinstead of jsr $A090, and the reason it keeps working when the ROM's internals move around. Everything in it is an address the BIOS publishes on purpose.
How a program gets run
A .prg for this machine is loaded at $0800 and started with BASIC's RUN, which is a slightly strange thing for a machine-code program to do. The trick is at the very front of the file:
BasicStartup:
.byte $0A, $08, $0A, $00, $A5, $32, $30, $36, $30, $00, $00, $00Those twelve bytes are a tokenized BASIC line. They say:
10 SYS 2060So LOAD brings the whole file into memory, RUN runs the one BASIC line it finds, and SYS 2060 jumps to address 2060 — $080C, the first byte after the stub. That is your entry point. Leave those twelve bytes exactly where they are; everything after them is yours.
Your program ends with rts, and control goes back to BASIC with the OK prompt still there.
The memory you're working in
| Range | What's there |
|---|---|
$0000–$0039 | Zero page the system owns — pointers, Monitor and transfer scratch |
$003A–$00FF | Zero page, yours. 198 bytes, and the fastest memory on the machine |
$0100–$01FF | The CPU stack, which is also where BASIC keeps FOR and GOSUB frames |
$0200–$02FF | Keyboard ring buffer, filled by the encoders and drained by Chrin |
$0300–$03FF | Kernal variables — interrupt vectors, cursor, hardware flags |
$0400–$05FF | BASIC's raw input line and its tokenizing scratch |
$0600–$07FF | The card sector buffer — any filesystem call overwrites this |
$0800–$080B | The BASIC stub above |
$080C–$7FFF | Your code and data. About 30 KB |
$8000–$9FFF | Hardware registers |
$A000–$A0FF | The Kernal jump table |
The machine is fully awake by the time you get control: hardware probed, interrupts on, console chosen, keyboard live. You do not initialize anything.
Zero page is not a formality
lda $40 is a byte shorter and a cycle faster than lda $0440, and indirect addressing only works through zero page. Put your hot variables in $3A–$FF and your loops get measurably quicker.
The cartridge template
6502-CRT is a different shape, because a cartridge replaces the top of the address space:
| Range | What's there |
|---|---|
$A000–$BFFF | Kernal and character set — still there, still callable |
$C000–$FFF9 | Your cartridge, in place of BASIC, the Monitor and Wozmon |
$FFFA–$FFFF | The CPU's NMI, RESET and IRQ vectors — now yours to supply |
Because the reset vector is yours, the cartridge is what boots. Nothing has initialized the machine yet, so the first thing it does is:
CartReset:
ldx #$ff
txs ; you own the stack pointer
jsr KernalInit ; probe and set up every card
cli ; interrupts onKernalInit does everything the normal boot does except reset the stack, enable interrupts, and draw the splash — those three are deliberately left to you. From that point the whole jump table works exactly as it does for a RAM program.
The template also supplies IRQ and NMI trampolines that jump through the RAM vectors the Kernal set up, so a keyboard still works in a cartridge you haven't written any interrupt code for.
Renaming things
The Makefile names the target once:
TARGET = Program
EIGHTTHREE = PROGRAMChange both, rename Program.asm to match, and everything downstream follows. EIGHTTHREE is the name the file gets on the memory card, where names are eight characters plus a three-character extension.

