Override Playdate's default allocator

I'm currently developing a game engine in C specifically for the Playdate, and I want the engine to manage the memory usage of the game to make it more ergonomic. I have written an allocator and setup the logic so that memory allocated during the rendering of a frame is deallocated at the end of the rendering, and the memory that is allocated during a scene is freed when transitioning ot a new scene.

The only thing is that some functions in the Playdate SDK allocate memory for you, and don't let you choose the allocation strategy.

Could you consider letting users registering an allocator that would be used by the SDK functions?

Something like
typedef void* (*PDAllocator)(void* ptr, size_t nbytes);
void playdate→system→setAllocator(PDAllocator* allocator);

And then calls to playdate→sprite→newSprite() would allocate memory using the given allocator.