Latest experimental update is for Amiga, and it's sponsored by msmalik681
There's a new Sliced render type (find this underneath "delay" on the animation tab) which is designed for saving memory at the cost of some performance.
It slices up graphics this way:
* The "head" is cut off as a single 16 pixel wide segment
* The rest of the image is divided up into 16 pixel tall segments
* The individual segments are added to memory in a way that's a little like LWZ compression - if the top half of the head slice is already in memory, then it links to that rather than adding the entire head to memory on every frame.
The combined total shaves nearly 30% off the size of the graphics data on the Street Fighter 1 demo, and there's still some opportunities for shaving memory usage down further.
It isn't designed to be used with games that are tall vertically, it may break if the character goes further downwards past the part where the buffers wrap around (but games that are wide, such as street fighter or double dragon, it should work fine for). It's also very new so it's likely to need bug fixes going forward.