8bitworkshop for VS Code
The original online 8-bit IDE, now in VS Code!
Write programs for classic consoles and computers, then compile and play them without leaving VS Code.
This extension bundles the assemblers, compilers, and emulators from 8bitworkshop.com.
Supported platforms include 6502, Z80, and 6809 CPUs:
- NES / Famicom
- Atari 2600 (VCS), Atari 7800, and Atari 8-bit computers
- Commodore 64 and VIC-20
- ColecoVision, MSX, ZX Spectrum, Amstrad CPC
- Apple II, Game Boy, Sega Master System, PC Engine
- Arcade hardware (Galaxian, Space Invaders, Pac-Man, Williams, VIC Dual, Atari Vector)
Supported programming languages include:
- Assembler with DASM, ca65, zmac, and more
- C with CC65, SDCC, and more
- BASIC with batariBASIC and FastBASIC
- Verilog for hardware design
- ...and others! There's a lot going on in here!
All building and emulation runs on your computer. The toolchains and examples are included; only a few platforms, such as Verilog, download an extra component the first time you use them.
Get started
- Open an empty window. The Explorer sidebar shows a New 8bitworkshop Project button below Open Folder; click it. Or run 8bitworkshop: New Project... from the Command Palette.
- Choose a platform, such as NES or Atari 2600 (VCS).
- Choose a blank program or an example, then a folder to copy it to.
- Click Run (▷) at the top right of the editor. The emulator opens beside your code.
- Click the emulator to play. Click your code to type again.
Change something and the game rebuilds and restarts as you type. Errors appear as red underlines and in the Problems panel, and the last version that built keeps running until you fix them.
To look at the included examples without copying them, run 8bitworkshop: Open Example.
To use code you already have, open its folder: the extension detects the appropriate platform and main file.
AI agents can build and test your program too. Agents that use VS Code's
tools, such as Copilot's agent mode, get Build 8bitworkshop Program and
Run 8bitworkshop Program, which returns a screenshot. Agents in the
terminal, such as Claude Code, use the 8bws command, once you turn on
8bitworkshop.terminalCommand. See
AI agents and the terminal.
Settings
Project settings, saved in .vscode/settings.json:
| Setting | What it does |
|---|---|
8bitworkshop.platform |
The platform, such as nes, c64, or vcs |
8bitworkshop.mainFile |
The file that runs. Empty: the file in the editor |
8bitworkshop.tool |
The build tool, when it isn't the usual one for the file |
8bitworkshop.folders |
Projects in subfolders |
8bitworkshop.exportRomPath |
Folder for exported ROMs, relative to the main file (bin by default) |
Your local user settings:
| Setting | What it does |
|---|---|
8bitworkshop.autoBuild |
onType (default), onSave, or off |
8bitworkshop.reloadOnBuild |
always (default), onSave, or never |
8bitworkshop.exportRom |
Write each successful build's ROM to the export folder |
8bitworkshop.toolchainPath |
Use a local 8bitworkshop checkout instead of the included toolchains |
8bitworkshop.assetUrl |
Server or local directory to download toolchains from, tried before the default servers |
8bitworkshop.terminalCommand |
Add the 8bws command to the integrated terminal (off by default) |
Commands
Every command is under 8bitworkshop: in the Command Palette; several also appear in the editor title bar, the Explorer, or Project Options.
| Command | What it does |
|---|---|
| New Project... | Create a project from an example or a blank program |
| Open Example | Open a bundled example without copying it |
| Copy to Workspace | Copy the open example into your workspace |
| Set as Main File | Make the active file the one that runs |
| Change Main File... | Pick the main file from the workspace |
| Change Platform... | Build the project for another platform |
| Detect Projects | Scan the folder for projects and platforms |
| Add Launch Configuration | Write a run configuration to .vscode/launch.json; F5 debugs it, with step back |
| Project Options | Open the project menu |
| Build | Build without running |
| Run | Build and run in the emulator |
| Debug | Build and debug in the emulator, with breakpoints and step back |
| Run This File | Run the active file, without changing the project |
| Run Main File | Run the project's main file |
| Follow Active Editor | Run whichever program is in the editor |
| Reset / Pause / Resume / Stop / Mute / Unmute Emulator | Control the emulator panel (shown while it is open) |
| Prepare Toolchains | Unpack or download every platform's toolchain for offline use (shown only when a toolchain isn't bundled) |
Books
Many of the examples come from the 8bitworkshop books. The New Project and Open Example lists show which platforms have one.
- Making Games For The Atari 2600
- Making Games for the NES
- Making Games for the C-64
- Making 8-bit Arcade Games in C: Midway 8080, VIC Dual, Galaxian/Scramble, Atari Color Vector, Williams
- Designing Video Game Hardware in Verilog
More
Error reports
When a compiler or the emulator crashes, the extension sends an error report to 8bitworkshop.com: the error message, stack trace, platform, and tool, plus VS Code and extension versions. It doesn't send your source files, and VS Code removes file paths from the report before it leaves. Errors in your program, like a syntax error or a crash in the emulated machine, aren't reported.
VS Code attaches identifiers to every report: a machine id (stable for your VS Code install, not tied to your identity), a session id, and a device id. These group reports from one install together.
The reports follow VS Code's telemetry.telemetryLevel setting: set it to
off to stop them.
License
GPL-3.0. The included components (toolchains, emulators, libraries, firmware, etc.) keep their own licenses; see THIRD-PARTY-NOTICES.md.
