Cheers for the advice guys. The system I was looking at was (wait for it!!!) - two programs, one the game, the other the loader/deleter. I found a plugin that has peek/poke and deek/doke (yay - they can locate a free mem address then write bytes to it - a fixed address - so this address is passed as a variable to the second exe when it's started and hey presto: multi program communication). So, the plan would be:
A world split into "zones" (think graph paper) with each zone having a data file stating which objects/textures etc are needed for it. As the player moves their "zone" ref is poke'ed into memory, where the other .exe peek's it back out again, hence knowing where the player is. Once they cross a boundary, it checks the next sections that need loaded, then loads memblocks into ram (using the ref as above), then poke's this address back to the main game. It can then grab files from the memblock and load them to regular memory and draw them to the screen (this is the hicup - that's bound to stutter but still not as badly as loading from HD - ideal solution is some way of "sharing" the memory so cross use is possible: i.e. second .exe loads model 1, first .exe can then just place it, but that's not possible I don't think!). Old area's simply have their mem blocks erased ready for new ones.
There are other advantages also of just sound - for example, walking down a street and passing people, shops playing music, noisy buildings - anything - then poke the background sound that needs to play. Second program picks this up, then loads the sound, plays it, monitors when it ends, and deletes it, or loops it until the main .exe poke's otherwise. Instantly...muttering pedestrians and noisy shop fronts/bars etc without any main exe slowdown.
Anyway, largely hypothetical right now beyond sound, but my current game runs at 62-65 fps when music is handled internally, then only drops to around 56-60 fps when the music is handled externally - and that's with large WAVS (for testing) loading over and over so it's transfering and using roughly 1500 meg per minute in files ranging from 15-25 meg (and that's giving each song one seconds playtime too - honest!!). As the engine has a custom frame rate handler, I can set that anywhere I want - if it's set to cap at 50fps the player never actually notices. So, scope is there I think.
On a side note about nostalgia.....anyone recognise what I mean when I say "AMAL" sprite animation? Literally never got that to work properly! Lol.