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.
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.
Cycle 1: (0x20) ADD R0, R4 ; increase by 1 Cycle 2: (0x21) CMP R0, R3 Cycle 3: (0x22) JZ 0x28 ; if equal, jump ahead Cycle 4: (0x23) ADD R0, R4 ; may be skipped if prime Cycle 5: (0x24) CMP R0, R3 Cycle 6: (0x25) JZ 0x2A Cycle 7: (0x26) ADD R0, R4 Cycle 8: (0x27) CMP R0, R3 ; may have swap R2/R3 before this Cycle 9: (0x28) MOV R3, R5 ; restore R3 from backup if swapped Cycle 10: (0x29) CMP R0, R5 Cycle 11: (0x2A) JZ 0x2C Cycle 12: (0x2B) ADD R0, R4 Cycle 13: (0x2C) HLT ; but we stop at cycle 12, so HLT is cycle 13? Contradiction.
However, we cannot guarantee R0 reaches exactly 10 from 5 with only doubles if skips occur.
Solution: – instructions that produce the same result if repeated or skipped.
Also note: R4 = 1 and R5 = 1 . Those might be loop counters. Without randomness, the solution is trivial: