I have a double sized ram, have to dig it up. It's a proto. There was also a 3rd part one sold with more ram than needed, or was advertised as having more.
as far as I've been told, the n64's RDRAM is serially linked/daisy chained. You could rip the RAM chips from N64s and expansion paks and if you wire and terminate everything correctly, you could have an N64 with 12, 16, 24, 32... mb of RDRAM. Don't know how far the limit would be. The available memory maps for the system show a large range available as RAM space, but I don't know how much of that the RCP's memory controller would actually recognize. This all, of course, has no use for current software, which is made to use only 4 or 8 mbytes. It could be useful for new developments though, or if someone modifies the AR/GS to use the new extra RAM for it's purposes so the thing doesn't interfere with games that already use 8mb. Well, it's all just speculation. @ASSEMbler I would like to see that proto ram you mentioned
I ran an N64 with 12mbytes of ram, it's useless unless you're writing your own software. You do this by soldering two 36mbit RAM chips onto a rev 5 or earlier PCB and putting in an exp. pak.
Assuming the N64 can address more than 12mb and you can find RDRAM chips that are within spec I don't see why not. In all likelyhood you'll be hitting the address limitations pretty quick. Beyond some very interesting GameShark work I can't imagine this having much use. Maybe fully loading N64 roms into memory? But then I'd rather just hack up a copier unit for that. BTW Bomberhead, a CF card is far, far, far too slow for use as RAM. Swap space sure.