YAZE is a ROM editor for "The Legend of Zelda: A Link to the Past" (US and JP versions). It provides a full-featured GUI editor, integrated SNES emulator, AI-powered command-line tools, and a web preview build.
.yazeproj bundle.File > Open ROM / Project. Start with one small Dungeon room edit so the first save is easy to check.File > Save ROM, keeping backups enabled. If saving stops, resolve the named pending edit or validation error before continuing.Copy the complete .yazeproj bundle with its assets. Before opening the copy, check the paths in project.yaze: its ROM and writable assets must point into the copy. Legacy projects can keep external paths after a folder copy. Use an editor version that understands the project's document schema. The published prerelease has the schema-3, 32-page Lyra document model; later gameplay-area, transport and reward models belong to newer source candidates. The source and qualification matrix distinguishes them. First verify normal project Save and fresh reopen. A saved project alone does not establish a playable Oracle Build/Test result.
Using .yazeproj bundles? See the .yazeproj Bundle Guide for how to open bundles on each platform.
Building from source? See the Build and Test Quick Reference.
Helping beta-test? See the Beta Testing Guide for what to try first, ROM compatibility expectations, and useful bug report details.
Want a quick browser-based preview? Use the web build with a limited feature set and no emulator support. See the Web App Guide for supported features and AI configuration.
File > ROM Backups... > Restore to stage a backup in the current session, inspect it, then use Save ROM to commit it. Keep Backup Before Save enabled so that commit also preserves the ROM version it replaces. Autosave remains paused until you either commit with Save ROM or choose Discard Restored Backup in the ROM Backups popup to abandon the staged ROM-buffer edits and reload the unchanged backing ROM. Resolve pending dungeon-room or palette edits before discarding.File > Options > Experiment Flags.Extensions menu (plugin system under development).Settings > Agent or set GEMINI_API_KEY, OPENAI_API_KEY, or ANTHROPIC_API_KEY.| Editor | Tester status | Notes |
|---|---|---|
| Dungeon | Tester ready | Use a copied ROM; save, close, and reopen after a small room edit. |
| Overworld | Tester ready | Use a copied ROM; save, close, and reopen after a small map edit. |
| Message | Tester ready | Save valid parsed text and verify it after reopening. |
| Palette | Conditional | Palette Save to ROM, then File > Save ROM. Both steps are required. |
| Assembly / Asar | Conditional | Source save and patch application are separate advanced workflows. |
| Sprite | Conditional | Custom .zsm editing; vanilla room sprites are edited in Dungeon. |
| Settings | Conditional | Verify non-ROM settings after restarting Yaze. |
| Graphics | Experimental | Guarded 3bpp sheet write-back; verify Save/reopen on a copy. Unsupported edits remain blocked. |
| Screen | View only | Pending edits deliberately block coordinated ROM save. |
| Hex / Memory | View only | Advanced raw tooling; no complete dirty/undo/save contract. |
| Music | View only | Playback and inspection; ROM persistence is incomplete. |
| Emulator | Experimental | Runtime emulator; save-state UI incomplete. |
| Agent | Experimental | Availability depends on build and provider configuration. |
The editor readiness matrix is the canonical detailed status.
The z3ed CLI provides scriptable access to ROM editing capabilities.
Example prompt: "What sprites are in room 1?"
For more details, see the z3ed CLI Guide.