# 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).