AdventOfCode/2017/18/18.md
2024-11-26 19:42:34 +01:00

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## \-\-- Day 18: Duet \-\--
You discover a tablet containing some strange assembly code labeled
simply \"[Duet](https://en.wikipedia.org/wiki/Duet)\". Rather than
bother the sound card with it, you decide to run the code yourself.
Unfortunately, you don\'t see any documentation, so you\'re left to
figure out what the instructions mean on your own.
It seems like the assembly is meant to operate on a set of *registers*
that are each named with a single letter and that can each hold a single
[integer](https://en.wikipedia.org/wiki/Integer). You suppose each
register should start with a value of `0`.
There aren\'t that many instructions, so it shouldn\'t be hard to figure
out what they do. Here\'s what you determine:
- `snd X` *[plays a
sound]{title="I don't recommend actually trying this."}* with a
frequency equal to the value of `X`.
- `set X Y` *sets* register `X` to the value of `Y`.
- `add X Y` *increases* register `X` by the value of `Y`.
- `mul X Y` sets register `X` to the result of *multiplying* the value
contained in register `X` by the value of `Y`.
- `mod X Y` sets register `X` to the *remainder* of dividing the value
contained in register `X` by the value of `Y` (that is, it sets `X`
to the result of `X`
[modulo](https://en.wikipedia.org/wiki/Modulo_operation) `Y`).
- `rcv X` *recovers* the frequency of the last sound played, but only
when the value of `X` is not zero. (If it is zero, the command does
nothing.)
- `jgz X Y` *jumps* with an offset of the value of `Y`, but only if
the value of `X` is *greater than zero*. (An offset of `2` skips the
next instruction, an offset of `-1` jumps to the previous
instruction, and so on.)
Many of the instructions can take either a register (a single letter) or
a number. The value of a register is the integer it contains; the value
of a number is that number.
After each *jump* instruction, the program continues with the
instruction to which the *jump* jumped. After any other instruction, the
program continues with the next instruction. Continuing (or jumping) off
either end of the program terminates it.
For example:
set a 1
add a 2
mul a a
mod a 5
snd a
set a 0
rcv a
jgz a -1
set a 1
jgz a -2
- The first four instructions set `a` to `1`, add `2` to it, square
it, and then set it to itself modulo `5`, resulting in a value of
`4`.
- Then, a sound with frequency `4` (the value of `a`) is played.
- After that, `a` is set to `0`, causing the subsequent `rcv` and
`jgz` instructions to both be skipped (`rcv` because `a` is `0`, and
`jgz` because `a` is not greater than `0`).
- Finally, `a` is set to `1`, causing the next `jgz` instruction to
activate, jumping back two instructions to another jump, which jumps
again to the `rcv`, which ultimately triggers the *recover*
operation.
At the time the *recover* operation is executed, the frequency of the
last sound played is `4`.
*What is the value of the recovered frequency* (the value of the most
recently played sound) the *first* time a `rcv` instruction is executed
with a non-zero value?
To begin, [get your puzzle input](18/input).
Answer: