N64 Region Free Cartridge Slot
Description For sale today is a custom 3D Printed Nintendo 64 (N64) Region-Free Cartridge Slot. Allows the N64 to physically insert and play games from any region into the console (no physical tab barrier). The Wii however isn't region free just like all other home consoles, although much like the Gamecube you can get things like the Freeloader that allowsyou to play games from any region.
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There are several different versions of the 'N64' release of Ocarina of Time. While most changes made from version to version won't affect normal gameplay, there are some glitches exclusive to versions that do affect play at the higher level. There are also a handful of graphical modifications between the versions.
Despite the common belief that the N64 versions were released over time, the debug screen build dates show that all versions of Ocarina of Time released for the N64 were made before the game's first retail release.
Builds
The NTSC region builds target Japan and North America. NTSC version contain localization for both the Japanese and and the US 'versions' of the game. A common misconception is that the US and Japanese versions are different, when in fact they are identical save for a single byte used to determine what language the game runs in.
The PAL region builds target Europe. PAL versions are translated into English, French, and German. In order to conform with the PAL standard the game runs at a slower target speed of 50hz rather than 60hz. This change results in physics and timing quirks that drastically alters a number of setups documented on this site.
The iQue builds target China/Hong Kong and are translated into Chinese.
Region | Version | Build Date |
---|---|---|
NTSC | 1.0 | 98-10-21 04:56:31 |
NTSC | 1.1 | 98-10-26 10:58:45 |
PAL | 1.0 | 98-11-10 14:34:22 |
NTSC | 1.2 | 98-11-12 18:17:03 |
PAL | 1.1 | 98-11-18 17:36:49 |
Japanese | Gamecube | 02-10-29 23:49:53 |
Japanese | Master Quest | 02-10-30 00:15:15 |
USA | Gamecube | 02-12-19 13:28:09 |
USA | Master Quest | 02-12-19 14:05:42 |
Europe | Master Quest Debug | 03-02-21 00:16:31 |
Europe | Gamecube | 03-02-21 20:12:23 |
Europe | Master Quest | 03-02-21 20:37:19 |
Japanese | Gamecube (Zelda Collection) | 03-10-08 21:53:00 |
Chinese | iQue | 03-10-22 16:23:19 |
Chinese | iQue Traditional Chinese (unreleased) | 06-10-13 14:17:43 |
What Version Do I Have?
For NTSC/NTSC-J N64 cartridges, the easiest way of determining your version is to check the small punch-code at the top-right side of the back label.
*The x's represent random numbers
xx = 1.0
xxA = 1.1
xxB = 1.2
If your back label's punch-code is illegible, or you feel the cart may have been tampered with, you can always check the debug screen (scroll down to the bottom), or check for version-unique glitches/content seen further down this page.
Beyond this, it's also a good idea to keep in mind that:
- NTSC gold cartridges are almost always 1.0, but 1.1's are known to exist
- The rare 'Not for Resale' labeled cartridge are always 1.0
- The standard grey NTSC cartridge usually contains 1.1 but can often contain 1.0 or 1.2 as well
- 'Player's Choice' labeled cartridges are always 1.2
- PAL versions 1.0 and 1.1 are roughly equivalent to NTSC 1.2
- Virtual Console releases contain an unedited version of the NTSC 1.2 rom, or a very slightly modified PAL 1.1 rom, with modifications applied via the game's 'WAD' (see below for more info on this)
- The Gamecube versions are their own specially compiled roms8.The Chinese iQue release is likely based of the Gamecube versions
NTSC 1.0
This is the first Japanese/North American version of the game. 1.0 has many unique glitches that were corrected in the later versions.
Exclusive Content in 1.0:
- The rotating N64 logo upon boot-up is very bright
- You can quickly skip through Zelda's text boxes just before she gives you the Light Arrows
Exclusive Glitches in 1.0:
N64 Region Lock
- The Master Sword is never restored to the B button after a savewarp, so Swordless Link is possible by savewarping out of the Ganon fight
- Can steal the fishing rod by casting while suspended in air via the hover boots, as well as by casting the moment before you jump off of a rock in the pond
- You can cast the rod near the door in the fishing pond to crash the game
- Can do empty bomb glitch to create collection delay or Quick Draw bombs
- The grave holes in Kakariko Graveyard force you to grab their edges/jump over them as Link tries to enter (whether you grab or jump over them depends on your approaching speed).
- Can do item input for one frame during Put Away animation, OI by putting away a full bottle, and use items inside a crawlspace or ladder or while pushing a block.
- Link has no putaway animation for the sword if he has it out and goes to climb a ladder or vines.
NTSC 1.1
1.1 is the first update to Ocarina of Time. Many glitches were fixed along with some on-screen text issues and a very minor graphical change was made.
Changes in 1.1:
- Can no longer use items during Put Away animation.
- The rotating N64 logo upon boot-up has been darkened and looks glossier.
- The hover boots and rock-jump methods of stealing the fishing rod are fixed.
- You can no longer cast the rod near the door inside of the fishing pond.
- If you savewarp without the Master Sword in the inventory as Adult Link, it will be restored to the B button.
- Various text-box spelling and punctuation errors have been corrected.
- The empty bomb glitch is fixed.
- The edges of the grave holes in Kakariko Graveyard no longer force you to grab or jump over them as you try to enter.
- Zelda's text before the light arrows can no longer be skipped on the English version.
- Link now puts away any item in hand correctly when going to climb. This adds 4 extra frames to the climbing animation.
NTSC 1.2
NTSC 1.2 is the second revision for the US/Japanese release of the game. This update corrects more text as well makes some notable graphical and sound changes to the game, censoring the blood as well as replacing a controversial song within one of its temples. It also fixes an item-receiving glitch.
Changes in 1.2:
All the changes that 1.1 made plus..
- Ganondorf's and Ganon's blood have been changed from red to green
- The Fire Temple theme song has been replaced with a remix of the Shadow Temple's theme
- Various text-box spelling and punctuation errors have been corrected
- Early eyeball frog and various collection delays have been fixed
- You can no longer skip the Bongo-Bongo cutscene by dropping a bomb down before the fight
NTSC GCN
The Gamecube releases are their own new builds of Ocarina of Time. They are similar to the NTSC 1.2 version aside from one of the game's controversial symbols being replaced. Due to emulation and the increase in hardware power however, some new tricks are available that once caused the game to crash on the N64. This version of the game can be found in the Zelda Collection (JPN) or Collector's Edition disc, or the Ocarina of Time and Master Quest disc.
Changes in 1.2 GCN:
All the changes to NTSC 1.2 made plus..
- The game resolution has doubled from 320 x 240 to 640 x 480
- The emulator relies on high level graphics emulation of the RCP to speed up emulation time at the cost of accuracy, resulting in the following quirks
- The crash debugger won't be displayed as the emulator writes to/displays it's own framebuffer
- You can use Deku Sticks on the B button as adult without crashing the game
- Morpha's ball is now white & red and has a different pattern
- The Get Item Manipulation glitch will work in situations where it would crash on N64
- The dungeon block's, Gerudo sign's, and Mirror Shield's crescent moon & star symbols have been replaced with the Gerudo symbol that was used in Majora's Mask
- Dropping a bombchu while out of bounds will no longer crash the game unless there is already an explosive in bounds
- Out of bounds explosions are doubled on the GCN version, allowing you to hover easily
- There is significantly less lag overall, especially during the Tower Escape and Ganon fight
- Code required to interface with the Nintendo 64's Disk Drive add-on has been removed
- The crash debugger contains a glitch where a null pointer is dereferenced, causing the crash debugger itself to crash and always display a red bar error
iQue
Changes in the iQue version
- The game seems to have less free memory available for allocating actors, making certain actors more likely to fail to spawn
- The crash debugger likely contains the same glitch seen in the Gamecube version where a null pointer is dereferenced, causing the crash debugger itself to crash and always display a red bar error.
Virtual Console
The NTSC Virtual Console releases of Ocarina of Time contain an unedited NTSC 1.2 rom, while the PAL Virtual Console releases contain a nearly unedited PAL 1.1 rom, the only edit being a minor hex edit to change a small bit of dialog in one of the languages. Changes to these versions are either caused by inaccuracies in emulation, or by 'hacks' that are injected by the wad file that contains the emulator code.
Changes in the Virtual Console release:
All the changes to NTSC 1.2 made plus..
- The game resolution has doubled from 320 x 240 to 640 x 480
- The emulator relies on high level graphics emulation of the RCP to speed up emulation time at the cost of accuracy, resulting in the following quirks
- The crash debugger won't be displayed as the emulator writes to/displays it's own framebuffer
- You can use Deku Sticks on the B button as adult without crashing the game
- Morpha's ball is now white & red and has a different pattern
- The Get Item Manipulation glitch will work in situations where it would crash on N64
- The dungeon block's, Gerudo sign's, and Mirror Shield's crescent moon & star symbols have been replaced with the Gerudo symbol that was used in Majora's Mask
- Dropping a bombchu while out of bounds will no longer crash the game unless there is already an explosive in bounds
- There is significantly less lag overall, especially during the Tower Escape and Ganon fight
Another notable change is that the Wii U Virtual Console's high level graphics emulation was made more robust by opting to stop processing invalid display lists.
Rotating N64 Logo
In v1.1 and onward, the rotating N64 logo that appears when you boot the game has been made significantly darker and glossier. The background behind this one is a complete mystery, but the reasoning for its alteration is obvious.. the v1.1 logo's colors are much truer to the commercialized N64 logo.
Ganondorf/Ganon's Blood
In NTSC 1.2 and onward, Ganondorf & Ganon's blood was changed from red to green. This was probably done to maintain an 'E for Everyone' ESRB Rating.
Morpha's Ball
On the N64 system, Morpha's ball is rendered in a aqua-blue & red color with a distinct pattern. On GCN/VC Morpha's ball is white & red with a completely different pattern. This is a graphical rendering difference most likely due to an unsupported shader graphic, NOT an edit to the game (if you play any version of the game on emulator Morpha's ball will be white & red). In the re-textured 3DS version the ball continues to use the white & red color scheme.
Fire Temple Song
In NTSC versions 1.0 & 1.1, the Fire Temple song contains religious-themed vocals from the Muslim faith. One line, translated into English, states: 'I bear witness that there is no god but Allah'. In NTSC 1.2 and onward the song was replaced with what seems to be a remix of the Shadow Temple's song. This new song contains no discernible lyrics, only Gregorian-style moans and a ghostly female chorus can be heard.
Symbol Change
In all N64 versions a crescent moon & star symbol is present on the mirror shield, dungeon blocks, floor switches, and Gerudo signs in the game. In the Gamecube version and onward, this symbol was replaced with the diamond-shaped Gerudo symbol that was used in Majora's Mask. The symbol was most likely swapped-out because of its striking resemblance to the symbol of Islam. Obviously, having the bad-guys of the game represented by this symbol was in poor taste (as was having to physically step on the symbol countless times throughout the game). It's worth noting that the editors neglected to replace the old symbols in the beginning and ending rooms of the Dampe grave race until the 3DS release which substituted them with floral engravings.
The Nintendo 64 has a whole bunch of development hardware used to make games for the Nintendo 64, many of which are quite rare nowadays and very hard to get a hold of. This page will contain a list of the various bits of hardware used on the Nintendo 64.
Note: For the N64 SDK Homebrew section of this website, I will only be using PC/windows hardware so having this hardware is unnecessary for this purpose. This page is for reference only.
Flash Cartridges
These are the only items on the list that are still available for sale. Flash carts allow you to load ROMs onto them so that you can play N64 games on the original hardware rather than depending on an emulator. The good thing about these devices is that they’re still in production so you can buy one if you want. They are a bit costly though.
Everdrive 64
The Everdrive 64 by krikzz is a cartridge with an SD card slot at the top which allows you to play N64 and NES ROMs on your N64 console.
There are various models, but the model 3 is the latest and has a pretty much 100% compatibility with all games that came on a standard cartridge, even ones such as Animal Crossing (japan only) which have a battery for the internal clock. The model 2 has a few more incompatibilities such as Banjo Tooie and Jet Force Gemini which had a custom CIC lockout chip. The model 2 also needs to be restarted in order to register a save onto the SD card while the V3 cannot.
This is the one that I use and it works pretty well for general play and running homebrew ROMs.
64Drive
The 64drive is made over at retroactive.be and can run Nintendo 64 ROMs much like the Everdrive. However, its purpose is more for developers than it is for just loading ROMS. As far as I know, it cannot run NES games or some games like Animal Crossing or Dezaemon. It is also a bit more expensive than the everdrive.
However the big advantage to the 64drive is that it has a USB port on top of the SD/Compact Flash which allows developers to load ROMs onto the device within a few seconds, whereas otherwise you’d need to constantly be switching out SD cards.
Workstations
These are PC-style machines that allow for development environments where you can code for the Nintendo 64.
SGI Indy
Made by Silicon Graphics Incorporated (Makers of the Reality Co-Processor used in the N64), the SGI Indy is a workstation used by many developers for the N64. The official SDK comes with two versions – one for Windows and another for the SGI Indy.
Backup hardware
The backup hardware is sort of the ancient version of Nintendo 64 flash carts. It allows the players to create backups of their cartridges (and upload them to their computer) and even load ROMs for play on the console itself.
Doctor v64
The Doctor V64 by Bung Enterprises is an adapter that plugs into the bottom expansion port of the Nintendo 64 much like the N64DD. Its purpose is to allow the user to load their ROMs to a CD (later models added a port to transfer ROMS with a cable instead of a CD).
This particular device was very popular with the homebrew scene back in 1997-99, so you can see it often mentioned as ‘the doctor’ or ‘V64’… Even Bung sponsored some homebrew competitions.
CD 64
The CD64 by UFO/Success Company is a backup device that can run ROMs off of a CD. As far as I know, it doesn’t write, only read. It also has a handy port for connecting to a computer that can be used for some development purposes.
Mr. Backup Z64
This bit of development hardware connects through the cartridge port on the top of the N64 require a PC but rather you just plug a cartridge into the machine and copy the ROM onto a zip disk. That’s really all there is to it.
Real-time development hardware
This hardware is used mostly to enable the developer to edit the assets in a ROM while the game is playing. Most of these are used alongside SDK applications like the Monegi Multi Viewer (MMV), NIFF Editor or CITextureEditor for real-time editing of game assets and debugging during playback.
IS-Viewer 64
The IS-Viewer 64 looks like an elongated cartridge with a chunk of circuit board sticking out through the top. It is used in conjunction with some of the applications included in the SDK pack.
Partner N64
This is another development setup that can be used for development and debugging during ROM playback. It can also be used with the MMV, but it appears to have its own SDK included that is as of yet unfound. Not that it would be helpful because you’d actually need the hardware to make the interface work.
The Partner N64 also has two versions – one that connects directly to your pc via an installable card, and another version that is accessible through a LAN.
Monegi Smart Pack
The Monegi Smart Pack (MSP) is another dev system that can be used to do some real-time editing of Nintendo 64 games while the games is running.
I don’t have much information about this, except a Japanese auction that listed the following components and photos.
Hardware
- DEBUGGER-N64
- HuP IOD-N64 (Interface Board)
- Flat Cable (HuP IOD-N64 <->Emulator Pack32-N64)
- BusBox-N64
- AC AdapterN64
- EmulatorPack32-N64 (2 Pcs)
- DC power supply cable (2Pcs)
- memory enhancing pack
- packijekta
- Nintendo 64controller
- Nintendo 64 ACadaptor
- Nintendo 64 box

Software
- 64Total Pack CD-ROMset
- OS2.0L
- 2. Nintendo 64 Developers Kit
- Nintendo 64 Integrated Online manual
- 4. DR1 Power Up Kit
- Code Warrior for Nintendo 64
Manuals
- Monegi Smart Pack HardWare Guide
- Monegi Smart Pack Set Up Guide
- 64Total Pack Install Guide
SN Systems dev kit
This is an alternative SDK for the N64 developed by SN Systems, a company that makes dev kits for many consoles since 1990. What this seems to be is an alternative to the Partner 64, a cartridge that you can connect to interface between the development PC and the real N64 hardware.
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Miscellaneous hardware
These are other bits and pieces that don’t really fit anywhere else.
N64 Flash Gang Writer
This is a rare bit of hardware. It doesn’t serve much purpose other than to write ROMs to blank cartridges. It was probably used for distributing to testers or to journalists, since using a device like this would be very clunky and slow. It can copy one donor cart to seven other ones.
As far as I can tell, the only cartridges that were compatible with the Flash Gang Writer are the tall dev ones, not the standard retail cartridges.
SN Systems SN Maestro 64
N64 Cartridge To Usb
Much like the SN Systems Dev Kit, this is a cartridge-like bit of software development equipment that allows the developer to pass musical code directly to the N64 console, without having to go through as part of a regular ROM.
Joybus controller adapter
This is a controller adapter that allows developers to connect Nintendo 64 controllers directly to their workstation without having to go through an N64 console or Partner 64.
- SN Systems dev kit cart images by Gerry.
- Gang Writer images by NES world
- SN Systems GDK and Maestro by handheldmuseum.
- Joybus by Shane Battye
There might be others I missed, let me know if you’d like to be referenced.