This is from the Beats of Rage forum regarding the GP32, so I don't know if it helps :blink: .....
"Have a look at the changes I made to sprite.c in the DC version if you want to save memory. My other suggestion would be to try and find a way to make bor.c release sprites it's not using for the current level.
Failing that, perhaps recompress the sprites as 4bpp (when possible) and draw them using a modified putsprite_remap?
The 12MB figure I gave for the DC version includes 3MB for file cache, so the game itself is really only using about 9MB. "
Neillparatzo
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Beats of Rage
Site Admin
The easiest way to free more memory would probably be to free all enemy/item/obstable models between (sub)stages, and then (re)loading only those that appear in the next stage.
Since many different enemies appear in stage 6, you might have to split it up into more separate parts, or edit out some of the variance.
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Anyway, utmost respect to Squidge and the other GP32 devr's