I looked up how to try to make your own N64 cartridge to to load homebrew or modded versions of games on real N64 hardware without having to use an everdrive, and I saw this: https://assemblergames.com/threads/custom-homebrew-n64-cartridges.66440/ Basically, there apparently hasn't been much work on that, but they suggested that one way to do that is to repurpose a reproduction cartridge, and to use something like Sanni's cart reader to reflash it. I hope it's OK to start a new thread about this, since I figured since the last post in that one was August of 2017, it would be considered necroposting. And from what I have seen, most people tend to use either a Conker or Resident Evil 2 (mostly Conker) cart simply because they were 512Megabit carts, the largest produced for the N64, so there wouldn't be an issue of trying to flash something that would not fit. Thing is though, those games used 16Kbit EEPROM and 256Kbit SRAM respectively. For Conker, while EEPROM was the most common type of storage medium used for saving, this would mean that any game or app that needs more than 16Kbit would not have enough space to save, and for Resident Evil, this would mean anything that uses the 1Mbit Flash RAM type would not have enough space to save. I tried to look up what games were both 512Mbit and used 1Mbit Flash RAM for storage, and the list was pretty small, pretty much it was just Paper Mario (specifically only the Eurpoean version) and Pokemon Stadium 2. So I have a few questions about this: First of all.... I was confused why only the European version of Paper Mario was 512Mbit, could the extra languages (which from my understanding, were text-only )really take that much space? I actually dumped my Paper Mario US cartridge using Sanni's reader to check, and the resulting ROM was confusingly 40MB (41,943,040 bytes to be exact).... huh? That makes no sense, what is that, around 320 or 335 or so Megabits? I don't understand how that even works, since the next increment from 256Megabits would be 512Megabits. Did they use a 32MB and 8MB ROM? Wouldn't using two chips be more costly than a single larger chip since that would mean a different cart design? I would open up my cart to check.... but I would have no idea what I'm looking at Second, since N64 games had three types of on-cart save methods (EEPROM, SRAM, and Flash RAM), do you need to use a cart that has the same type of save method as the original modded game used (Not even sure what type of save system N64 homebrew would use)? Or can it somehow be converted to use a different save method? Would any type of homebrew game or modded game even mess with this setting? Come to think of it, would reproduction carts even be using the same save method? They certainly aren't using ROMs if they can be re-flashed, are they just simply using a large type of save and it's not an issue of trying to worry about the size of the save the game used? (Then again, I guess with a reproduction cart you can never tell what they did?). Basically, do I need to use a reproduction cart with EEPROM to run something expecting EEPROM to save to, a cart with SRAM that is expecting SRAM, etc etc? Or can I just get one that is using the 1Mbit Flash RAM and get it to work with anything by converting the save method or file somehow? And third, is there any way to know if any homebrew or mods will work on real hardware? From my understanding, Mario 64 Last Impact will (sadly) not run on real hardware. I hear this is common due to how much of a mess the whole N64 emulation scene is and how many of these mods are developed with an emulator in mind. I don't suppose there is a list anywhere? And would attempting to flash these mods to a cartridge instead of using something like an everdrive make them even less likely to work than if it was on an everdrive?