The instruction jnz means - Jump Not Zero.
To use an example, here we go:
CMP command would be Compare EBX and 4C.
It actually subtracts 4C from EBX to recieve a value.
Lets say that EBX is equal to 78. 4C is hexadecimal and translates to 76 in decimal system.
2 =/= 0 (does not equal).
This means that the next line, JNZ (Jump Not Zero) will cause the program to jump to the address 0043B610.
Hopefully this example helps you to understand it.
If the value returned was not 0, then the program would carry on just reading the code after the JNZ line.
Edit:
Also, unsure as to whether this will help you at all but I have got you some of the Fx keys in hexadecimal numbers.
F1 = 70
F2 = 71
F3 = 72
F4 = 73
F5 = 74
F6 = 75
F7 = 76
F8 = 77
F9 = 78
F10 = 79
F11 = 7A
F12 = 7B
I don't know whether this will help you at all, but it's probably worth a shot. These are for VK_Fx's or Virtual Key Fx's. Basically this means that when the key is pressed, this is what the computer would read as a Hexadecimal number to know what you are doing.
In shortest terms, if you can find constants or variables which contain those values AFTER the cheat start which Xidd pointed out, you will be more than likely on the right track to being able to edit the cheats for LF2.
Edit2:
@Xidd - I hate to say this but I think you may be wrong (OOOOH, AAAAAARRRRRRRGH, THE PAIN!) in terms of the starting point for the cheats. I think that may be the general starting point for all key strokes and inputs. I was fiddling about and found that even when I pressed my attack keys, after setting a breakpoint the line under. The game reverted to the OllyDBG screen... good or bad news?
I hope this helps,
Eddie
To use an example, here we go:
|
ASM-Code:
0043B565 . 83FB 4C CMP EBX,4C 0043B568 . 0F85 A2000000 JNZ lf2.0043B610 |
CMP command would be Compare EBX and 4C.
It actually subtracts 4C from EBX to recieve a value.
Lets say that EBX is equal to 78. 4C is hexadecimal and translates to 76 in decimal system.
2 =/= 0 (does not equal).
This means that the next line, JNZ (Jump Not Zero) will cause the program to jump to the address 0043B610.
Hopefully this example helps you to understand it.
If the value returned was not 0, then the program would carry on just reading the code after the JNZ line.
Edit:
Also, unsure as to whether this will help you at all but I have got you some of the Fx keys in hexadecimal numbers.
F1 = 70
F2 = 71
F3 = 72
F4 = 73
F5 = 74
F6 = 75
F7 = 76
F8 = 77
F9 = 78
F10 = 79
F11 = 7A
F12 = 7B
I don't know whether this will help you at all, but it's probably worth a shot. These are for VK_Fx's or Virtual Key Fx's. Basically this means that when the key is pressed, this is what the computer would read as a Hexadecimal number to know what you are doing.
In shortest terms, if you can find constants or variables which contain those values AFTER the cheat start which Xidd pointed out, you will be more than likely on the right track to being able to edit the cheats for LF2.
Edit2:
@Xidd - I hate to say this but I think you may be wrong (OOOOH, AAAAAARRRRRRRGH, THE PAIN!) in terms of the starting point for the cheats. I think that may be the general starting point for all key strokes and inputs. I was fiddling about and found that even when I pressed my attack keys, after setting a breakpoint the line under. The game reverted to the OllyDBG screen... good or bad news?
I hope this helps,
Eddie
One day, I shall become, TUTORIAL-MAN: Superhero of writing overly long, overly annoying tutorials which most people probably won't read, but will give it a stab at the first 5 lines!

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