13. Alternatives Considered

13.1 Option A: Use KOS Allocators Directly

Pros: Simple, no overhead
Cons: No debug features, no tracking
Decision: Add wrapper layer for debug features

13.2 Option B: Custom Allocator

Pros: Full control, optimized for Dreamcast
Cons: Complex, error-prone
Decision: Use KOS allocators with wrapper for now

13.3 Option C: No Memory Management

Pros: Simplest
Cons: No debug features, hard to maintain
Decision: Rejected - Debug features are essential

14. Open Questions

  1. What is the maximum acceptable memory overhead?
  2. Should we implement a custom heap allocator?
  3. How to handle memory pressure?
  4. Should we support memory defragmentation?