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What is nurpax?

nurpax is the personal blog of Janne Hellsten, where he writes mostly about projects in his GitHub account. The strongest focus is Commodore 64 development: the C64jasm assembler, debugging C64jasm projects with VICE and C64Debugger, 6502 programming tricks, sprites, PETSCII, SID audio, and demo effects. The archive also includes a Python argparse post and a 2024 blog update, so it is not strictly C64-only, but C64 tooling and low-level programming dominate.

It is best suited to retro-computing hobbyists and programmers who want technical write-ups rather than news or tutorials for beginners. A practical entry point is the series on C64jasm and the 6502 tricks post if you are writing or studying 6502 assembly; the debugging post is the natural follow-up when you need to run and inspect a project. Expect a small, personal archive rather than a regularly updated publication.

What is C64jasm and how does it differ from traditional C64 assemblers?

C64jasm is a Commodore 64 macro assembler created by Janne Hellsten and documented on his personal blog, nurpax. From the posts listed there, it is presented as "a new take on C64 macro assembling"—a tool for writing 6502 assembly with a macro system, with follow-up articles covering object literals and loading sprites, PETSCII and SID data. The blog also covers debugging C64jasm projects with VICE and C64Debugger, so it is meant to fit into a practical edit-build-debug loop rather than stand alone.

Where it differs from traditional assemblers

The page evidence supports differences in emphasis rather than a feature-by-feature comparison:

  • Macros as the centrepiece. Traditional C64 assemblers support macros, but C64jasm is framed around a rethought macro approach, and the author devotes separate posts to object literals and asset loading. That suggests the intended workflow is to generate repetitive code and embed data through structured constructs rather than long boilerplate.
  • Modern authoring conveniences. The presence of a post on Python argparse alongside assembler topics points to scripting and tooling around the build, which is a different posture from assemblers whose documentation stops at opcodes and directives.
  • Debugging integration. Guidance on debugging C64jasm output with VICE and C64Debugger indicates the tool is designed to be used with emulator-based debugging, which matters more for larger projects than for small demos.

Choosing between it and a traditional assembler

If you are porting an existing codebase or following tutorials written for a long-established assembler, staying with that assembler avoids rewriting directives and macro definitions. If you are starting a new project with heavy code generation, sprite and charset data, or want a macro system that behaves more like a small programming language, C64jasm is worth evaluating. A concrete next step: take one routine from your current project—say, a sprite-loading block—and write it in C64jasm using its macro and object-literal features, then compare the source length and readability against your existing version. That side-by-side test will tell you more than a feature list.

How do I debug C64jasm projects using VICE and C64Debugger?

The site does not include the article body, so the exact steps are not documented here. What the page evidence does show is that Janne Hellsten wrote a post titled "Debugging C64jasm projects with VICE and C64Debugger" (February 22, 2021), so the intended workflow pairs the C64jasm assembler with the VICE emulator and C64Debugger. The general approach below is standard C64 development practice, not a description of features specific to this project.

What each tool does in a debug session

Tool Role when debugging a C64jasm build
C64jasm Assembles your source into a PRG or binary and can emit a symbol/label file that a debugger can load
VICE Runs the program on an emulated C64; its monitor lets you inspect memory, set breakpoints and trace execution
C64Debugger Attaches to a running emulator and gives a visual view of memory, sprites, character sets and code flow

A practical workflow

  1. Build with symbols. Configure C64jasm to output a label or symbol file alongside the PRG. Without symbols, breakpoints in the debugger are just raw addresses.
  2. Load the PRG in VICE and start it. For quick checks, VICE's built-in monitor is enough: set a breakpoint at a label's address, step through, and inspect registers and memory.
  3. Switch to C64Debugger when the problem is visual or timing-related. It is most useful for seeing sprite data, screen memory and raster timing at a glance, which is hard to read as hex dumps in the monitor.
  4. Isolate the fault. For crashes, break early and step until the PC goes astray; for wrong graphics, compare memory against what the assembler emitted; for timing glitches, watch the raster position around the code in question.

A concrete example: if a sprite appears at the wrong position, load the symbol file, break at the routine that writes the sprite registers, and check the values in VICE's monitor; then open C64Debugger to confirm the sprite pointer and data actually match. That splits the problem into "wrong value computed" versus "right value, wrong memory location."

For the author's own setup — including how he wires C64jasm output into VICE and C64Debugger — read the original post at nurpax, and consult the official VICE and C64Debugger documentation for current command-line flags, since those change between releases.

What 6502 programming tricks does the blog cover for Commodore 64 development?

The blog covers 6502 and Commodore 64 development through a set of posts that mix assembly-language technique with tooling. The most directly relevant entry is "Dirty tricks 6502 programmers use" (August 2019), which addresses the sort of unconventional coding shortcuts 6502 developers rely on. Around it, the blog builds a practical C64 workflow: "C64jasm - a new take on C64 macro assembling" (November 2018) introduces the author's macro assembler, followed by "C64jasm object literals" (July 2019) and "Loading sprites, PETSCII and SID with C64jasm" (June 2019), which connect assembler features to graphics, text and sound assets. Debugging is covered in "Debugging C64jasm projects with VICE and C64Debugger" (February 2021) and the earlier "C64 tool tricks (VICE and others)" (August 2018). Effect-level work appears in "Break down of a C64 demo effect" (June 2017) and the BINTRIS series, including "BINTRIS C64: Bad lines and flexible line distance" (June 2018), which deals with raster timing constraints.

This is the personal blog of Janne Hellsten, focused mainly on his GitHub projects, so treat it as a developer's working notes rather than a structured course. A reasonable next step for someone learning C64 assembly is to read the "Dirty tricks" post alongside the C64jasm introduction, then try the sprite, PETSCII and SID loading examples in a VICE session, using the debugging post when something breaks. For broader reference material, compare with community resources such as Codebase64 or the official VICE documentation.

How can I load sprites, PETSCII, and SID music with C64jasm?

The page's post list includes "Loading sprites, PETSCII and SID with C64jasm" (June 6, 2019), which is the author's own walkthrough of that exact task. Start there, then use the earlier "C64jasm - a new take on C64 macro assembling" (November 8, 2018) for the assembler basics it assumes, and "C64jasm object literals" (July 27, 2019) for how assets are described in source.

What to expect from the approach

C64jasm is a macro assembler, so the loading workflow is built around declaring assets in assembly source and letting the build step place them. In practice that means three separate jobs:

  • Sprites: binary data with a fixed byte layout (pointer table, then 63-byte sprite blocks), so you need the data at a known address and the VIC-II pointers set to match.
  • PETSCII: screen codes or character data, which differ from ASCII — a common source of garbled output if the wrong table is used.
  • SID music: a player routine plus the tune data, called once per frame from your interrupt or main loop.

The trade-off is control versus convenience: doing this in the assembler keeps everything in one build and reproducible, but you handle addresses and memory layout yourself rather than relying on a loader.

A concrete next step

Pick one asset type and get it on screen before adding the others. For a first pass, load a single sprite: confirm the data address, set the sprite pointer, enable the sprite, then move it — that verifies your build pipeline end to end. Add PETSCII text next, then SID last, since music brings in the player's own memory and timing requirements.

For background on the underlying hardware behaviour, the author's "Dirty tricks 6502 programmers use" (August 18, 2019) and "Break down of a C64 demo effect" (June 7, 2018) are useful companions, and the debugging post on VICE and C64Debugger (February 22, 2021) covers checking memory once assets are in place. The project itself lives at GitHub under the author's account; the site is nurpax.

What does the BINTRIS C64 series teach about bad lines and flexible line distance?

The series is a hands-on look at how the Commodore 64's video hardware constrains a real game project. The post "BINTRIS C64: Bad lines and flexible line distance (series part 5)" sits within a multi-part build log for BINTRIS, a Tetris-style game for the C64, published on Janne Hellsten's personal blog nurpax. The surrounding posts—on C64jasm (his macro assembler), sprite/PETSCII/SID loading, and debugging with VICE and C64Debugger—show the series is written for people who actually write 6502 code, not just read about it.

What "bad lines" means in this context

On the C64, the VIC-II chip must steal cycles from the CPU on certain raster lines to fetch character and sprite data. These are the "bad lines," and they reduce the CPU time available on those scanlines. For a game like BINTRIS that needs to update the playfield, sprites and timing-sensitive routines, knowing when those stolen cycles occur is the difference between smooth motion and glitches. The series treats this as a practical scheduling problem rather than pure theory.

Flexible line distance

The phrase points to controlling how many raster lines sit between repeated screen elements—useful for effects and layouts that don't fit a fixed character-row grid. By adjusting the vertical spacing, you can tune where drawing work lands relative to the bad lines, spreading CPU load and avoiding collisions with the cycles the VIC-II takes.

Who gets the most from it

  • 6502 assembly programmers building raster-timed effects or action games on the C64.
  • Homebrew developers using C64jasm who want their assembler workflow to match the hardware's timing.
  • Learners moving from "make a sprite appear" to "make it appear at the right moment every frame."

A sensible next step is to read part 5 alongside the earlier parts in order, then open the C64 tool-tricks and debugging posts to reproduce the timing in VICE and step through it with C64Debugger. That combination—concept, assembler and debugger—is what turns the bad-line discussion into something you can verify on your own machine.

Related questions

More questions →
What is nurpax.github.io?

nurpax.github.io is the personal blog of Janne Hellsten, who goes by the handle "nurpax." According to the site's own description, the posts are "mostly about what's going on in my github account." In practice, the content centers on Commodore 64 development: the C64jasm macro assembler, 6502 programming techniques, sprite and SID handling, and debugging C64 projects with tools like VICE and C64Debugger. If you are looking for C64 assembly or retro-computing development notes, this is the relevant site; if you want general programming tutorials or a multi-author publication, it is not.

Who runs it and how to reach them

The site is a single-author personal blog. The author lists two contact routes on the homepage:

There is no indication of a team, editorial process, or sponsored content. Treat the posts as one developer's notes rather than authoritative documentation.

What the site covers

The post archive shows a clear focus on low-level C64 work, with a few general programming pieces mixed in. Representative titles from the homepage listing:

Post Date Topic area
A quick blog update January 1, 2024 Site news
Debugging C64jasm projects with VICE and C64Debugger February 22, 2021 C64 tooling and debugging
Python argparse December 4, 2019 General Python
Dirty tricks 6502 programmers use August 18, 2019 6502 assembly techniques
C64jasm object literals July 27, 2019 C64jasm assembler
Loading sprites, PETSCII and SID with C64jasm June 6, 2019 C64 graphics and audio
C64jasm - a new take on C64 macro assembling November 8, 2018 C64jasm assembler
C64 tool tricks (VICE and others) August 23, 2018 Emulator and tooling tips
BINTRIS C64: Bad lines and flexible line distance (series part 5) June 19, 2018 C64 demo/game effects
Break down of a C64 demo effect June 7, 2018 C64 demo effects

Two patterns stand out. First, C64jasm—the author's own macro assembler—appears repeatedly, both as a subject and as the tool used in other posts. Second, there is a multi-part series on BINTRIS C64, a project that digs into bad lines and flexible line distance, which suggests the blog doubles as a development log.

When this site is useful to you

  • You are writing 6502 assembly for the C64 and want practical techniques, including the "dirty tricks" post.
  • You are evaluating or already using C64jasm and want examples of object literals, sprite loading, PETSCII, and SID handling.
  • You need to debug a C64jasm project and want a walkthrough involving VICE and C64Debugger.
  • You want to follow one developer's project notes, such as the BINTRIS series, rather than a structured course.

Limits to keep in mind

The homepage excerpt does not state a license, update schedule, or version support for C64jasm. The most recent listed post is a January 2024 blog update, so check the "All posts" page for anything newer before relying on a specific article. Because the writing is personal and project-driven, verify assembler syntax and tool behavior against current C64jasm and VICE documentation if you are building something that must work.

How to Browse All Posts on the nurpax Blog

The nurpax blog (nurpax.github.io) lists its most recent posts directly on the home page, and an "All posts..." link at the bottom of that list leads to the full archive. Each entry shows the post title and its publication date, so you can scan by topic or by when it was written.

What the home page shows

The home page is the personal blog of Janne Hellsten, described as "mostly about what's going on in my github account." Below a short intro, a Recent posts section lists entries in reverse-chronological order, each with a title and date. The visible recent list includes:

Date Post
January 1, 2024 A quick blog update
February 22, 2021 Debugging C64jasm projects with VICE and C64Debugger
December 4, 2019 Python argparse
August 18, 2019 Dirty tricks 6502 programmers use
July 27, 2019 C64jasm object literals
June 6, 2019 Loading sprites, PETSCII and SID with C64jasm
November 8, 2018 C64jasm - a new take on C64 macro assembling
August 23, 2018 C64 tool tricks (VICE and others)
June 19, 2018 BINTRIS C64: Bad lines and flexible line distance (series part 5)
June 7, 2018 Break down of a C64 demo effect

Steps to reach the full archive

  1. Open nurpax.github.io in a browser.
  2. Scroll past the intro to the Recent posts list.
  3. Select the "All posts..." link at the end of the list.
  4. On the archive page, scan titles and dates to find the post you want, then open it.

Expected result: you land on a complete, dated list of every post rather than only the ten most recent.

Common snags

  • The post you want isn't on the home page. That's expected — the home page is a recent-posts digest, not the full index. Use the "All posts..." link.
  • You only remember the topic, not the title. The archive is organized by date, so scan for the era you remember (for example, the 2018–2019 run of C64jasm and C64 demo posts) or use your browser's find-in-page on the archive.
  • You want to follow up or ask a question. The site lists contact options at the bottom: email [email protected] or the @nurpax handle.

When this approach fits

This browsing path suits readers who want a specific post or a sense of the blog's range — C64 assembly tooling (C64jasm), debugging with VICE and C64Debugger, demo effects, and occasional general programming notes like the Python argparse post. If you're looking for a searchable, tag-filtered index, the site as described offers a dated list rather than topic filters, so date-scanning is the practical method.

What Is C64jasm and Where Can You Learn About It on nurpax?

C64jasm is a macro assembler for the Commodore 64, introduced and documented by Janne Hellsten on his personal blog at nurpax.github.io. The blog is the primary place to learn about it: the tool was announced there in a November 2018 post, and later posts walk through specific features and debugging workflows. If you want to understand what C64jasm does or find practical guidance for using it, the relevant material is concentrated in that blog's C64jasm-tagged posts rather than in a separate documentation site.

What the blog says C64jasm is

The announcement post, "C64jasm - a new take on C64 macro assembling" (November 8, 2018), frames the tool as a macro assembler for C64 development. The blog's own description of the site is modest: it is the personal blog of Janne Hellsten, "mostly about what's going on in my github account." That context matters — C64jasm is presented as a project from the author's GitHub work, and the blog posts are where he explains and demonstrates it.

The posts that follow the announcement are feature-focused rather than reference-manual-style. They show how specific pieces of C64 development are handled in C64jasm, which is the most direct way the blog teaches the tool.

The C64jasm posts, in order

The blog's recent-posts list gives a clear reading path. Each entry below is a post listed on the nurpax home page:

Date Post What it covers
November 8, 2018 C64jasm - a new take on C64 macro assembling Introduction to the assembler
June 6, 2019 Loading sprites, PETSCII and SID with C64jasm Loading graphics, text and audio assets
July 27, 2019 C64jasm object literals Object literal syntax in the assembler
February 22, 2021 Debugging C64jasm projects with VICE and C64Debugger Debugging workflow using VICE and C64Debugger

Read in this order, the posts move from "what it is" to "how to load assets," then to a language feature, and finally to debugging a real project. The debugging post is especially useful if you have written code but need to inspect it at runtime: it pairs C64jasm with the VICE emulator and C64Debugger rather than treating the assembler in isolation.

Related C64 material on the same blog

C64jasm sits alongside other C64 posts that provide background rather than direct tool instruction. These include "Dirty tricks 6502 programmers use" (August 18, 2019), "C64 tool tricks (VICE and others)" (August 23, 2018), and a multi-part series on BINTRIS C64, including "Bad lines and flexible line distance" (June 19, 2018) and "Break down of a C64 demo effect" (June 7, 2018). If you are new to the platform, the 6502 tricks post is the closest thing to prerequisite reading; the demo-effect breakdown shows the kind of output this toolchain targets.

How to find everything

The home page shows only recent posts. For the full archive, use the "All posts..." link on the home page; that is the entry point for browsing older C64jasm and C64 content. The blog also invites contact at [email protected] or via @nurpax for suggestions and improvements, which is the appropriate channel if a post leaves a question unanswered.

One caveat: the blog does not present itself as formal documentation. It is a personal project log, so expect explanations tied to the author's own examples rather than exhaustive syntax coverage. For a quick orientation to C64jasm, start with the 2018 announcement, then read the asset-loading and object-literals posts, and keep the 2021 debugging post open while you work.

What topics does Janne Hellsten's nurpax blog cover?

nurpax.github.io is the personal blog of Janne Hellsten, and its content centers on his GitHub projects — above all Commodore 64 programming, his C64jasm macro assembler, and C64 debugging tooling, with occasional general programming notes such as Python argparse. If you are interested in retro-computing development at the assembly level, it is directly relevant; if you are looking for general software engineering content, only a small part of the archive applies.

Main topic areas

C64 programming and demo effects

The largest share of posts deals with low-level C64 development and the techniques behind demo effects. Examples from the post list include:

  • "Dirty tricks 6502 programmers use" (August 18, 2019)
  • "Break down of a C64 demo effect" (June 7, 2018)
  • "BINTRIS C64: Bad lines and flexible line distance (series part 5)" (June 19, 2018)

These are explanatory, technique-focused write-ups rather than news or reviews — useful if you want to understand how specific visual effects are produced on the hardware.

C64jasm: the macro assembler

Hellsten documents his own assembler project, C64jasm, across several posts:

Post Date
C64jasm - a new take on C64 macro assembling November 8, 2018
Loading sprites, PETSCII and SID with C64jasm June 6, 2019
C64jasm object literals July 27, 2019

The sequence moves from the assembler's design to practical asset loading (sprites, PETSCII text, SID audio) and then to language features like object literals. Read in order, they function as informal documentation for the tool.

Debugging C64 projects

"Debugging C64jasm projects with VICE and C64Debugger" (February 22, 2021) covers the workflow of debugging assembled programs using the VICE emulator and the C64Debugger tool. This is the post to start with if you already write C64 code and need to trace what goes wrong at runtime.

General programming notes

Not everything is C64-specific. "Python argparse" (December 4, 2019) is a standalone note on Python's command-line argument library, and "C64 tool tricks (VICE and others)" (August 23, 2018) covers emulator tooling more broadly.

How to decide whether to read it

  • Relevant to you if: you write 6502 assembly, follow C64 demo-scene techniques, or want to try C64jasm and need guidance on assets and debugging.
  • Less relevant if: you want broad tutorials on modern languages or frameworks — the archive is narrow and project-driven.
  • Best entry points: start with "Dirty tricks 6502 programmers use" for technique, or the C64jasm posts if you intend to use the assembler.

Practical notes

The blog is a simple chronological index with an "All posts..." link, so browsing the full archive is straightforward. The most recent listed post is a short update dated January 1, 2024, which suggests publishing is infrequent and the archive is best treated as a reference rather than a feed to follow. Contact is given as [email protected] or @nurpax, so corrections and questions go directly to the author.

What Commodore 64 Development Articles Are on the nurpax Blog?

The nurpax blog, the personal site of Janne Hellsten, hosts a run of Commodore 64 development posts concentrated between 2018 and 2021. The most relevant entries for C64 work are the five-part BINTRIS series, a breakdown of a C64 demo effect, a piece on dirty tricks used by 6502 programmers, and tooling posts covering VICE, C64Debugger, and the author's own assembler, C64jasm. All of these are listed on the blog's home page under recent posts.

The BINTRIS C64 series

BINTRIS appears to be a C64 project documented in a multi-part series. The home page lists part 5, "BINTRIS C64: Bad lines and flexible line distance," dated June 19, 2018. That title points at two core VIC-II concerns: bad lines, the cycles the video chip steals from the CPU when it fetches character data, and flexible line distance, a technique for varying how far apart raster lines are drawn. Both are practical topics for anyone writing raster effects or split-screen routines.

Because only part 5 is named on the home page, readers looking for the earlier parts should open the "All posts..." link rather than assume the series is complete in the recent list.

Demo effects and 6502 technique

Two posts address low-level craft rather than a specific project:

  • "Break down of a C64 demo effect" (June 7, 2018) — an analysis of how a demo effect is constructed, useful as a worked example of turning a visual result into raster and timing code.
  • "Dirty tricks 6502 programmers use" (August 18, 2019) — a survey of unconventional 6502 coding techniques. This is the post to read if you want to understand why C64 code often departs from straightforward assembly.

Tooling: C64jasm, VICE, and C64Debugger

A cluster of posts covers the author's assembler and the debugging workflow around it:

Post Date Focus
C64jasm - a new take on C64 macro assembling Nov 8, 2018 Introduction to the C64jasm assembler
Loading sprites, PETSCII and SID with C64jasm Jun 6, 2019 Loading graphics, text, and audio assets
C64jasm object literals Jul 27, 2019 A language feature of the assembler
C64 tool tricks (VICE and others) Aug 23, 2018 Emulator and tooling tips
Debugging C64jasm projects with VICE and C64Debugger Feb 22, 2021 Step-by-step debugging setup

The debugging post is the most recent C64 entry and the natural starting point if you are building with C64jasm and need to inspect running code. The asset-loading post is the companion piece for getting sprites, PETSCII, and SID music into a project.

How to find the full set

The home page shows only recent posts. To see everything, follow the "All posts..." link at the bottom of the list. The blog also notes a "A quick blog update" from January 1, 2024, which may explain any gaps in publishing. For questions or corrections, the author lists [email protected] and the @nurpax handle as contact points.

If your goal is learning C64 development rather than reading one specific post, a sensible order is: start with "Dirty tricks 6502 programmers use" for coding idiom, move to the C64jasm introduction and asset-loading posts to set up a build, then use the VICE/C64Debugger post when something misbehaves. The BINTRIS and demo-effect posts work best once you are comfortable with raster timing.

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