>>23138
I'm aware of that
my point in the last paragraph is that you're still blowing cycles deallocating memory
Even if it's custom-made faster, it's still costly, so now you have two options
find every hole where cycles are already being wasted (in between frames? during invul frames?) and fit your deallocations there with enough logic behind it to not overflow the time limit
OR
you do the smart and much simpler thing (architecture-wise), and don't have variable memory allocation while the game is running. Just load them, and recycle for the match.
With or without custom memory handling, trying to fit it within the game's execution rather than at load/end is just asking for trouble. Most likely involving lots of special-case logic.
When you have the freedom to do so, separate your concerns. It allows you to work in a much more abstracted and general manner.
When you don't, when time or space or both is absolutely critical or simply not being yet, then it's time to start thinking about merging your abstractions to cut out the impact of the glue holding it together.
Fighting games are not games that hit this wall memory-wise, and moving from nonvariable to variable memory during execution is likely not the route that best affects their memory usage (..it'll probably be in optimizing the background and character models that -must- be loaded at ~all~ times)