# Ocarina of Time Version Tree
**N.B.** This is based on the current best available leak-free information we have. Expect it to change as we discover more.
```graphviz
digraph {
newrank=true
{
node[style="filled"];
CPOD1, CPOD2, CPMD
}
subgraph cluster_n64 {
label="N64"
"NN0.9"
NN0, NN1, NN2
NP0, NP1
}
subgraph cluster_gc {
label="GC"
CPOD1, CPOD2, CPMD
CJO, CEO, CPO, CJC
CJM, CEM, CPM
}
subgraph cluster_iq {
label="iQue"
iQC, iQT
}
"NN0.9" -> NN0 [style="dashed"]
{ rank=same "NN0.9", NN0 }
NN0 -> NN1 -> NN2
NN1 -> NP0 -> NP1
NP0 -> NN2 -> NP1
NN2 -> NEG
NP1 -> NEG
NEG -> iQC
CJO -> CEO -> CJC
CEO -> CEM
CJO -> CJM -> CEM -> CPM
NP1 -> iQC [label="objects"]
CJO -> iQC [label="code + scenes"]
iQC -> iQT
CEO -> CPO -> CPM
CPOD1 -> CPOD2 -> CPMD
CPOD2 -> CPO
CPMD -> CPM
NP1 -> CPOD1
NN2 -> CJO
NP1 -> CJO
NP1 -> CPO
// {rank=same; CPM, CPO}
// {rank=same; CJM, CJO}
// {rank=same; CEM, CEO}
}
```
Shaded nodes have at least partial support at present.
## Key
There are currently **18** extant versions of Ocarina of Time. In order of build date:
| Abbreviation | Description | Build information |
| ------------ | --------------------------------------- | ----------------------------------------------- |
| NN0.9 | prerelease build dumped in January 2021 | `zelda@srd44 98-10-18 23:05:00` |
| NN0 | N64 NTSC 1.0[^1] | `zelda@srd44 98-10-21 04:56:31` |
| NN1 | N64 NTSC 1.1 | `zelda@srd44 98-10-26 10:58:45` |
| NP0 | N64 PAL 1.0 | `zelda@srd44 98-11-10 14:34:22` |
| NN2 | N64 NTSC 1.2 | `zelda@srd44 98-11-12 18:17:03` |
| NP1 | N64 PAL 1.1 | `zelda@srd44 98-11-18 17:36:49` |
| NEG | Gateway | `zelda@srd44 99-01-19 11:37:17` |
| CJO | JP GameCube | `zelda@srd022j 02-10-29 23:49:53` |
| CJM | JP Master Quest | `zelda@srd022j 02-10-30 00:15:15` |
| CEO | US GameCube[^2] | `zelda@srd022j 02-12-19 13:28:09` |
| CEM | US Master Quest | `zelda@srd022j 02-12-19 14:05:42` |
| CPOD1 | Earlier PAL debug | `zelda@srd022j 03-02-13 19:46:49` |
| CPMD | PAL MQ debug | `zelda@srd022j 03-02-21 00:16:31` |
| CPOD2 | Later PAL debug | `zelda@srd022j 03-02-21 00:49:18` |
| CPO | PAL GameCube | `zelda@srd022j 03-02-21 20:12:23` |
| CPM | PAL Master Quest | `zelda@srd022j 03-02-21 20:37:19` |
| CJC | JP *Zelda Collection* | `zelda@srd022j 03-10-08 21:53:00` |
| iQC | Simplified Chinese iQue | `build@toad.routefree.com 03-10-22 16:23:19` |
| iQT | Traditional Chinese iQue[^3] | `tyu@linuxdev3 06-10-13 14:17:43` |
[^1]: We do not usually count JP and US as separate since they differ in only the language byte in the rom header; to do so would bump the count up to 21
[^2]: Unlike the N64 versions, there is a code difference between US and JP.
[^3]: Unreleased. The text is almost entirely a transliteration of the Simplified Chinese one to Traditional Chinese characters, rather than any sort of translation, although the rest of the rom is significantly different in places.
### Note on abbreviation format
For most versions, the first letter is one of
- N (cartridge)
- C (disc)
In theory this is how these are meant to be used according to development documents, but this practice is rarely followed.
Likewise, Nintendo uses the following letters for release areas:
- J (Japan)
- E (US)
- P (PAL)
We use "N" here to encompass both NTSC versions when they only differ by the language byte in the rom header (i.e. N is J and E).
The third (and subsequent) denote revision, if appropriate, either as a number, or to indicate ordinary/Master Quest.
iQue does not follow this system, so we have not attempted to either.
## Not included
- OoT3D (which has 5 versions of the main executable: JP/US/PAL/CN/KR),
- emulated versions with no changes to the rom (i.e. Wii VC/Wii U VC/Switch).