1) You could always write a script and pipe it through DEBUG
    2) When I was in HS or college I wrote a small assembly-language
interpreter ( 400-600 bytes or so), and wrote a Pascal program that
generated byte code.  The interpreter was solely for making sector edits.
The pascal program compiled the source and appended the resulting byte code
it to the interpreter executable.  Whenever the interpreter started, it just
looked for the bytecode hanging on its own executable.  Crude, but
effective.  I still have it if you want :)

----- Original Message -----
From: "Jim Leonard" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, July 30, 2001 8:50 PM
Subject: Re: [SWCollect] Anyone want me to pick these up?


> Chris Newman wrote:
> >
> > :) "I need to write a program that will do a 4 byte patch of a save game
file.
> > Should I compile a 5K assembly routine that will do the job is 3
picoseconds, or
> > should I use Visual C++ with 45 megs of inline compiled DLLs, and
requires a Wise
> > installation routine, and updates the registry, and permanently damages
my
> > browser's ability to process secure website documents?"
>
> 5K?  You should be shot at dawn.  50 bytes, yes, but not 5000.  :-)
> --
> http://www.MobyGames.com/
> The world's most comprehensive gaming database project.
>
>
>
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