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
- What is the maximum acceptable memory overhead?
- Should we implement a custom heap allocator?
- How to handle memory pressure?
- Should we support memory defragmentation?