3.2 KiB
--- Day 18: Duet ---
You discover a tablet containing some strange assembly code labeled simply "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. 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 ofX
.set X Y
sets registerX
to the value ofY
.add X Y
increases registerX
by the value ofY
.mul X Y
sets registerX
to the result of multiplying the value contained in registerX
by the value ofY
.mod X Y
sets registerX
to the remainder of dividing the value contained in registerX
by the value ofY
(that is, it setsX
to the result ofX
moduloY
).rcv X
recovers the frequency of the last sound played, but only when the value ofX
is not zero. (If it is zero, the command does nothing.)jgz X Y
jumps with an offset of the value ofY
, but only if the value ofX
is greater than zero. (An offset of2
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
to1
, add2
to it, square it, and then set it to itself modulo5
, resulting in a value of4
. - Then, a sound with frequency
4
(the value ofa
) is played. - After that,
a
is set to0
, causing the subsequentrcv
andjgz
instructions to both be skipped (rcv
becausea
is0
, andjgz
becausea
is not greater than0
). - Finally,
a
is set to1
, causing the nextjgz
instruction to activate, jumping back two instructions to another jump, which jumps again to thercv
, 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.
Answer: