

M64 board pictures and memory specs
大庭 慎一郎 / Shinichiro Oba u /ooba Posted on X posted pictures of the board of the M64.
When I zoom in and try to increase the contrast to read what's on the chips, we can see 4 chips from APMemory. When I look up the 3 blue chips, APS256XXN-OBR-BG, here is what I can find about the PSRAM:
https://www.apmemory.com/en/downloadFiles/0324112221tz581562
Three chips of 256 Mb (or 32 MB) make a total of 768 Mb (or 96 MB).The yellow chip is unknown.
Even if the yellow chip is also a 256 Mb (32 MB) chip, that makes a total of 1024 Mb (128 MB).
The MiSTer FPGA has 128 MB up to 256 MB.
What's the use of more powerful >>>>>open-source hardware<<<<<< if it is limited by the amount of RAM?
EDIT:
I need to edit the post because I was focusing on the open-source part, but everyone keeps getting stuck on the N64 part. Maybe that's my fault and I wasn't clear enough.
We can only see 3 memory chips, making it a total of 96 MB. The Analogue 3D has a total of 288 MB. The MiSTer FPGA has up to 256 MB."
If someone knows what the 4th chip is post it down here. Also correct me if I'm wrong about the total amount of ram.
0MB= it fits in the fpga chips own memory pool.
- 0MB: NES / Famicom
- 0MB: Game Boy / Game Boy Color
- 0MB: Sega Master System / Game Gear
- 0MB: Atari 2600 / 5200 / 7800
- 0MB: ColecoVision
- 0MB: Odyssey²
- 0MB: Vectrex
- 0MB: Early Arcade Cores (Pac-Man, Galaga, Frogger)
- 32MB: PlayStation 1 (Mainline core)
- 32MB: Super Nintendo (SNES)
- 32MB: Sega Genesis / Mega Drive
- 32MB: Sega CD / Mega-CD
- 32MB: PC Engine / TurboGrafx-16 (Including CD-ROM²)
- 32MB: Capcom Play System 1 & 1.5 (CPS1 Arcade)
- 32MB: Amiga (Minimig Core)
- 32MB: Commodore 64 / VIC-20
- 32MB: ZX Spectrum / Apple II / Macintosh Plus
- 128MB: Nintendo 64
- 128MB: Neo Geo AES/MVS (For 100% library compatibility)
- 128MB: Game Boy Advance (For 100% library compatibility)
- 128MB: Sega Saturn (Mainline single-RAM branch)
- 128MB: Panasonic 3DO (Mainline single-RAM branch)
- 128MB: Capcom Play System 2 & 3 (CPS2 & CPS3 Arcade)
- 2x 128MB (Dual RAM): IGSP PGM Arcade
- 2x 128MB (Dual RAM): Panasonic 3DO (Experimental beta builds)
- 2x 128MB (Dual RAM): Atari Jaguar (Development builds)
- 2x 128MB (Dual RAM): Midway Arcade Cores (Mortal Kombat series)
I found out that the Mister FPGA loads both the rom and the core into the ram, which is why it needs more memory. CDs are slower on disc based consoles, so those games do not need to be loaded entirely into the ram.
A3D Line Doubler feature for M64
Will M64 get something similar to A3D new line doubler? I just seen it on YouTube and the video output looks amazing. I’ve been holding off for the M64. Hope to hear if this is on the roadmap prior to launch.