0x20: MOV R3, R5 ; cycle 1: R5=10 0x21: ADD R0, R4 ; 2: R0=6 0x22: ADD R0, R4 ; 3: R0=7 0x23: ADD R0, R4 ; 4: destiny prime -> skip! R0 stays 7 0x24: CMP R0, R3 ; 5: 7 vs 10 -> destiny flag = -1 0x25: JZ 0x29 ; 6: not zero, no jump 0x26: ADD R0, R4 ; 7: R0=8 0x27: CMP R0, R3 ; 8: destiny square -> swap R2 and R3. R3 becomes 0 (R2 was 0). Now R0=8, R3=0. 0x28: JZ 0x29 ; 9: not equal, no jump 0x29: ADD R0, R4 ; 10: R0=9 0x2A: MOV R5, R0 ; 11: R0=9, R5=10, this does nothing useful. Wrong! We meant MOV R5, R3? But R3 is now 0. We have a flaw.
Execute a specific sequence of operations to transform an initial input (often a string or integer array) into a target output, all while managing a limited number of cycles. tod rla walkthrough
So we must fill 12 cycles with operations that keep R0 = R3 at the cycle, despite random swaps or skips. Step 2.3 – Handling Destiny Swaps Destiny swaps exchange R2 and R3 every 4 cycles (if the random square condition is met). That means R3 might unexpectedly change. 0x20: MOV R3, R5 ; cycle 1: R5=10
Example: MOV R5, R0 sets R0 to R5. If it's skipped, R0 stays whatever it was – not good. But ADD R0, R0 twice in a row – if one is skipped, the other still doubles. Now R0=8, R3=0
Thus, we need exactly 12 instructions. Here’s the verified working solution for seed 42 (most common default):