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(41CX) Master Logic - Mastermind - Code-breaking Game with letters combination
08-09-2024, 03:21 PM (This post was last modified: 08-09-2024 09:04 PM by Nihotte(lma).)
Post: #1
(41CX) Master Logic - Mastermind - Code-breaking Game with letters combination


(41CX) Master Logic - Mastermind - Code-breaking Game with letters combination

Mastermind is a wellknown game for two players : a codemaker chooses a combination of four or five pegs and the other player will try to break this code.

This publication is based on a program for the 41CX : it was written in 07/2004.
At this time, I prefered to use the names of the colors instead of the position of a color in my set.
So, I prepared this program to use letters instead of numbers to represent colors.


Code:

**    LBL TSMM          Super Master Mind – Version 07/2004 for 41CX
    CLRG    
    CF 29    
    FIX 0    
    XEQ d    
    STO 24          Keeps the number of pegs
    1    
    +                  The programs needs 'd' registers to store the code to find downto STO 01
    ΣREG IND X     Provides the program work area assigned to the successive guesses control
    TIME    
    FRC    
    STO 00           RAN#
    RCL 24    
    STO 20    
*    LBL 06           Generates the code to break
    XEQ c    
    RCL 00    
    10↑X    
    PI    
    +    
    FRC    
    STO 00    
    ALENG    
    *    
    AROT    
    ATOX    
    STO IND 20    
    DSE 20    
    GTO 06    
*    LBL 01    
    AON    
    XEQ c    
    TͰˍ?    
    CLST    
    STOP              Prompts and waits for a guess
    AOFF    
    ALENG    
    RCL 24    
    X≠Y?              Simple control of the size of of the guess
    GTO 01    
    STO 20    
    CLΣ                       Easy reset of the work area (1 if a peg of the code is assigned, 0 otherwise)
    CLX    
    STO 21               Result of the white scoring
    STO 22               Result of the black scoring
    ASTO 00    
    1    
    ST+ 23               Number of attempts already made by the user
*    LBL 02               Calculates the number of well-placed pegs found
    22    
    XEQ 08               Verifies each of the 5 pegs of the guess with the same position in the code to break
    DSE 20    
    GTO 02    
    RCL 22    
    RCL 24    
    X=Y?                The guess obtains full well-placed pegs ?
    GTO 03    
    STO 20    
*    LBL 04    
    CLA    
    ARCL 25                 Restores the portion of the guess always without affectation 'black' or 'white'
    ALENG    
    X=0?                 All the guess has been verified ?
    GTO 07    
    STO 26                  Size of the leaving portion of the guess not already controlled
*    LBL 05                  Calculates the number of good colors found
    21    
    XEQ 08                  Verifies the current pegs of the guess within the always free pegs of the code to break
    DSE 26    
    GTO 05    
*    LBL 07    
    DSE 20    
    GTO 04    
    CLA                          Displays the score obtained by the guess
    ARCL 00    
    TͰˍˍ    
    ARCL 22    
    TͰBˍ    
    ARCL 21    
    TͰW    
    PROMPT    
    RCL 23    
    XEQ e    
    X>Y?    
    GTO 01    
    XEQ a                  Game is over : you failed to break the code
    TͰ==>ˍ    
    ARCL 24    
    TͰB    
    TONE 0    
    GTO 09    
*    LBL 03                  Game is over : successful result
    XEQ a    
    TͰˍINˍ    
    ARCL 23    
    TͰa    
    BEEP    
*    LBL 09                  Exit from the program
    AVIEW    
    SF 29    
    FIX 9    
    RTN    
*    LBL 08                  Dynamic subroutine of checking for a peg (guess) to a peg (code)
    XEQ b    
    FS?C 06                  Has been the peg successful assigned ?
    XTOA                  No : we keep the peg for a next chance in the same turn
    ASTO 25                  Keeps the portion of the guess that remains to be verified
    RTN    
*    LBL b    
    SF 06                   Flag to know if the current peg of the guess is to be kept 
    RCL IND 20           Code to break is stored from STO 05 downto STO 01 (in the case of 5 pegs to store)
    ATOX    
    X≠Y?                    Is the current peg of the guess suitable with the current peg of the code ?
    RTN                            No : back
    RCL Z    
    RCL 20    
    RCL 24    
    +    
    RCL IND X    
    X≠0?                   Is the current peg of the code already used ?
    RCL T                   Yes : assumes X register is not null
    X≠0?                   The current peg of the code is really free ?
    RTN                           No : back
    CF 06                   Yes : no needs to keep the current peg of the guess because it has been assigned
    1    
    STO IND Z                   The current peg of the code is no more free
    ST+ IND T                   STO 22 (black) or STO 21 (white) is increased
    RTN    
*    LBL a                   Insert the full code to break in the display (alpha register)
    CLA    
    RCL 24    
*    LBL 10    
    RCL IND X    
    XTOA    
    R↓    
    DSE X    
    GTO 10    
    TͰˍ    
    RTN    
*    LBL c                   List of usable colors
    TBJGMNORV    
    RTN    
*    LBL d                   Number of pegs
    5    
    RTN    
*    LBL e                   Number of guesses allowed
    12    
    END    
        
        Requires SIZE 027
        Modifies ΣREG statement
        148 lines – 282 bytes


Just enter XEQ 'ALPHA' SMM to start the program
You receive BJGMNORV ? at display when you can choose your guess and R/S
The 41CX answers the number of pegs you have found (B) and the number of pegs with the good color (W) but not well-placed
The number of attempts is limited to 12 (in LBL e)
The number of pegs in a combination is declared on LBL d (with 5)
The list of available colors is known by LBL c (BJGMNORV : 8 colors)

Keep you safe !

Laurent



#modified 08/09/2024 - 23:00 (typos...)


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08-13-2024, 12:01 AM (This post was last modified: 08-13-2024 12:05 AM by Nihotte(lma).)
Post: #2
RE: (41CX) Master Logic - Mastermind - Code-breaking Game with letters combination

Little reflection by myself about this program.

It dates back to 2004.

Of course, this program could be improve.
From several axes, I think.
In fact, it makes the job in good conditions. But some details make it is not longer exactly in line with my ideal finish, today.

If you see at the start of the programm, you find a "natural" instruction CLRG : it makes clean the environment before using it.
This way was usual in a program to run on the HP11C; or the HP34C, probably. These calculators had a restrictive memory space and it was
really more easy to free this work space with a single instruction.
Now, I rarely use an instruction with such radical effects. I'm more carreful when using a program that must coexist with several others.
This is all the more important as the memory space is shared and certain registers may contain constants which must be preserved.

Well, in the context of this program, it's actually quite simple: just replace the CLRG instruction with two others:
CLX followed by STO 23. Because, this is indeed the only interest of the CLRG here.

The random number generator used to generate the code to be found is not exceptional.
I now commonly use a dedicated number generator by calling a specialized routine (XEQ RAN#, for example) and I keep a root in a dedicated register (STO 00, often).
In this program, register 00 is assigned to two uses. I would try to separate them.

Another reality is the strange distribution of memory usage by the program. The characters chosen to form the code are stored in memories 01 to 05 (for a 5-letter code).
In this case, the following 5 memories are necessary to confirm whether a letter has been matched to the last combination proposed by the player who must solve the code.
Or registers 06 to 10. But then, that gives a lot of unused registers from 11 to 19.

I think that today, I would avoid having such a large amplitude of registers used.
The advantage would then be to reduce the minimum SIZE required for using the application (here SIZE 027).
Thus, starting on the basis of a code of maximum size of 6 letters (size imposed by the use of CLΣ which concerns 6 registers only),
this would give a reservation of registers from 01 to 06, then 07 to 13 for storing the code and the workspace for checking the proposed combinations
and requisitioning registers 14 to 20 for the counters (loops and operation).

Now, Concerning, precisely, the use of ΣREG: it can be avoided but this requires the use of a CLRGX instruction
which is more demanding in execution time and in program space.

On yet another aspect, it is possible to be even more economical with storage registers by using an assignment table on a single memory register.
It's then sufficient to position a number 1 by the power of 10 in adequation with the character number of the code which has just been assigned (such as black or white).
So, if all five characters of the code are affected we will find a check number at 111110, for example.
It will be more economical, but also more demanding in program space.

You have certainly understood that each character of the proposition is studied through each character of the code to be guessed.
A first time in exact correspondence (to know if we are in the presence of a character with BLACK potential), then possibly,
a second time with respect to each character of the code which has not yet been assigned (potential presence of a WHITE character
among the characters not already declared BLACK in the proposition).
Precisely, the program can be criticized for not checking until late whether the character of the code was indeed free.
In fact, it is only after observing the exact correspondence that the program ensures whether the reference character of the code has not already been assigned.
If we want to avoid this, from the start of the subroutine (LBL 08-LBL b), we must check the availability of the code character.
Be careful in this case, because the subroutine receive the context of the control, directly as a parameter in the stack.
That's why, you can also read a double X≠0? in the LBL b subroutine : the role of this instruction is also to perpetuate the presence of the parameters in the stack!
Otherwise, an additional register would need to be assigned to the Indirect Results Management (IND) role.

The strong point of this program is to allow the use of characters (letters or other special characters, for that matter) in the creation of codes to break.
The all-rotation technique implemented (XTOA followed by the possible ATOX) to preserve a character in the event of a association failure
allowed me to never again resort to the ALPHA register for the code to be discovered at the end of its creation.
But this led me to distribute the various characters of this code over registers 01 to 05, for example.
However, the use of an ASTO 25 to recover the residual of the user's combination at the end of a control cycle limits the size of the codes to 6 characters.
Nothing prevents us from directly managing the characters to be matched using XTOA instructions in parallel (original code versus user code).
Perhaps it would be enough to use synthetic instructions that directly affect the M register (and to do an XTOA on each of the two codes) to avoid slowing down the program too much.

In summary, this program is already very interesting as it is, but it is even more so because of the progress and openings it offers us.
Through this Mastermind program, we see that to get it to work properly, you need a code to break (of a size of 4 to 5 characters, usually)
and an assignment table which allows you to know if one of the characters of the code to find is already supported (reserved) in one way or another (black or white)
by the code proposed by the user. From then on, the creation of a good program, one which will return the correct result, is assured.


Keep you safe

Laurent

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08-15-2024, 09:38 PM
Post: #3
RE: (41CX) Master Logic - Mastermind - Code-breaking Game with letters combination


Of course, this program could be improve... I said
So, this program uses the flags 01 to 06 as assigned table

As well, it doesn't run on a 41CV or a 41C
The XTOA and ATOX instructions are used in this program
X<>F could be changed by CF 00 to CF 07


Program for HP41CX

Code:

**    LBL TSMM        Super Master Mind – Actualised version of 08/2024 for 41CX
    CLX    
    STO 10        Number of guesses already tried
    CF 29    
    FIX 0    
    XEQ d        Number of pegs
    STO 07        Keeps the number of pegs
    STO 08        Count of loops #1
*    LBL 06        Generates the code to break
    XEQ c    
    XEQ TRAN≠    
    ALENG    
    *    
    AROT    
    ATOX         Chooses a character
    STO IND 08    
    DSE 08    
    GTO 06    
*    LBL 01         Gives the list of the distinct characters
    AON    
    XEQ c    
    TͰˍ?    
    CLST    
    STOP         Prompts and waits for a guess
    AOFF    
    ALENG    
    RCL 07    
    X≠Y?         Simple control of the size of of the guess
    GTO 01    
    STO 08    
    CLX    
    STO 11         Result of the white scoring
    STO 12         Result of the black scoring
    ASTO 13    
    1    
    ST+ 10         Number of attempts already made by the user
*    LBL 02         Calculates the number of well-placed pegs found
    12                 Black counter in deal
    XEQ 08         Verifies each of the 5 pegs of the guess with the same position in the code to break
    DSE 08    
    GTO 02    
    RCL 12    
    RCL 07    
    X=Y?         The guess obtains full well-placed pegs ?
    GTO 03    
    STO 08    
*    LBL 04    
    CLA    
    ARCL 14         Restores the portion of the guess always without affectation 'black' or 'white'
    ALENG    
    X=0?         All the guess has been verified ?
    GTO 07    
    STO 09         Size of the leaving portion of the guess not already controlled - Count of loops #2
*    LBL 05         Calculates the number of good colors found
    11                 White counter in deal
    XEQ 08         Verifies the current pegs of the guess within the always free pegs of the code to break
    DSE 09    
    GTO 05    
*    LBL 07    
    DSE 08    
    GTO 04    
    XEQ b    
    CLA                Displays the score obtained by the guess : Black and White positions
    ARCL 13    
    TͰˍ    
    ARCL 12    
    TͰBˍ    
    ARCL 11    
    TͰW    
    TONE 7        Result of the guess is ready
    PROMPT    
    RCL 10    
    XEQ e    
    X>Y?        Number of attempts reached ?
    GTO 01        No : next guess
    XEQ a        Game is over : you failed to break the code
    TͰ==>ˍ    
    ARCL 07    
    TͰB    
    TONE 0    
    GTO 00    
*    LBL 03        Game is over : successful result
    XEQ a    
    TͰINˍ    
    ARCL 10    
    TͰa    
    BEEP    
*    LBL 00         Exit from the program
    AVIEW    
    SF 29    
    FIX 9    
    XEQ b    
    RTN    
*    LBL b         Flags 0-7 set to cleared status
    CLST                 Clean all the stack
    X<>F    
    CLX    
    RTN    
*    LBL 08         Dynamic subroutine of checking for a peg (guess) to a peg (code)
    FS? IND 08    
    RTN                 Has been the peg successful assigned ?
    SF 00         Keeps the portion of the guess that remains to be verified
    RCL IND 08    
    ATOX    
    X≠Y?         Is the current peg of the guess suitable with the current peg of the code ?
    GTO 09         No : back
    CF 00         No needs to keep the current peg of the guess : it has been paired with the code to break
    RCL Z    
    1    
    SF IND 08         The current peg of the code is no more free
    ST+ IND Y         STO 12 (black) or STO 11 (white) is increased
*    LBL 09    
    FS?C 00         Is the current peg of the guess paired ?
    XTOA         No : keep it . Later, maybe...
    ASTO 14    
    RTN    
*    LBL a         Insert the full code to break in the display (alpha register)
    CLA    
    RCL 07         Recalls the number of pegs
*    LBL 10    
    RCL IND X    
    XTOA    
    X<>Y    
    DSE X    
    GTO 10    
    TͰˍ    
    RTN    
*    LBL c          List of usable colors
    TBJGMNORV    Accepts 6, 7, 8 or 9 characters
    RTN    
*    LBL d          Number of pegs
    5                  Insert 3, 4, 5 or 6 – but not 7 or more
    RTN    
*    LBL e          Number of guesses allowed
    12                  Usually 6 or 12 – but 99 is smart
    END                  136 lines – 260 bytes
**    LBL TRAN≠      Generates a random number : between 0 and 1
    RCL 00          Seed
    FRC    
    X=0?    
    .5284163    
    997    
    *    
    FRC    
    STO 00    
    END                10 lines – 29 bytes

        Requires SIZE 015
        Uses Flags 0 to 6
        Registers :
          00 : Ran#
          01 to 06 : Characters of the code to break
          07 : Number of pegs
          08 : Counter of loops #1
          09 : Counter of loops #2
          10 : Number of attempts made by the user
          11 : Number of white positions for the last guess
          12 : Number of black positions for the last guess
          13 : Keeps a copy of the last user guess
          14 : Unpaired part of a guess 
        
    (41CX) Master Logic - Mastermind - Code-breaking Game with letters combination    
        
    Mastermind is a wellknown game for two players :    
        a codemaker chooses a combination of four or five pegs and the other player will try to break this code.    
        
    This publication is based on a program for the 41CX : it was written in 07/2004 and actualised in 08/2024    
    At this time, I prefered to use the names of the colors instead of the position of a colour in my set.    
    So, I prepared this program to use letters instead of numbers to represent colors.    
        
    Just enter XEQ 'ALPHA' SMM to start the program    
    You receive BJGMNORV ? at display when you can choose your guess and R/S    
    The 41CX answers the number of pegs you have found (B) and the number of pegs with the good color (W)    
                                                                                                                                                                   but not well-placed    
    The number of attempts is limited to 12 (in LBL e)    
    The number of pegs in a combination is declared on LBL d (with 5)    
    The list of available colors is known by LBL c (BJGMNORV)

Example
Code:


        f π STO 00 : stores PI in register 00 for the seed of the generator
        XEQ TSMM
        ----- 74 71 71 66 86 in R05 to R01 : JGGBV
        GGVVV  R/S :  GGVVV 2B 1W
        R/S
        VBJGG  R/S :  VBJGG 0B 5W
        R/S
        BVGJV  R/S :  BVGJV 2B 2W
        R/S
        …
        JGGBV  R/S :  JGGBV IN 8a
        R/S


Keep you safe


Laurent


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08-18-2024, 12:08 AM (This post was last modified: 08-18-2024 12:17 AM by Nihotte(lma).)
Post: #4
RE: (41CX) Master Logic - Mastermind - Code-breaking Game with letters combination


Yet another episode on the theme.
This time, I only kept in the program mechanism the characters that remained without pairing between the code to find and the combination proposed by the user.
That is to say, I no longer use an assignment table in the execution of the program.

The principle adopted is the following:
- if a character can match, it disappears from both codes (the code to be broken and the one proposed by the user)
- otherwise it is kept for a possible later stage of the same control phase

The program always proceeds in two verification phases:
- a first step which brings each pawn closer to the same position (position declared BLACK)
- a second step which brings the remaining pawns together and checks if they coincide but with regard to another location (position only WHITE declared)

The program is this one

Code:

**    LBL TSMM        Super Master Mind – Actualised version of 08/2024 for 41CX
    CLX    
    STO 10        Number of guesses already tried
    CF 29    
    FIX 0    
    XEQ d         Number of pegs
    STO 07         Keeps the number of pegs
    STO 08         Count of loops #1
    CLA    
    ASTO 01    
*    LBL 06         Generates the code to break
    XEQ c    
    XEQ TRAN≠    
    ALENG    
    *    
    AROT    
    ATOX          Chooses a character
    CLA    
    ARCL 01    
    XTOA    
    ASTO 01    
    DSE 08    
    GTO 06    
*    LBL 01           Gives the list of the distinct characters
    AON    
    XEQ c    
    TͰˍ?    
    CLST    
    STOP            Prompts and waits for a guess
    AOFF    
    ALENG    
    RCL 07    
    X≠Y?             Simple control of the size of of the guess
    GTO 01    
    STO 08    
    CLX    
    STO 06            Result of the white scoring
    STO 11            Result of the black scoring
    ASTO 04    
    ASTO 03    
    1    
    ST+ 10            Number of attempts already made by the user
    RCL 01    
    STO 02    
    RCL 03    
*    LBL 02            Calculates the number of well-placed pegs found
    XEQ 08            Verifies each of the 5 pegs of the guess with the same position in the code to break
    DSE 08    
    GTO 02    
    RCL 07    
    RCL 06    
    STO 12    
    ST- 11    
    X=Y?            Does he guess obtain full well-placed pegs ?
    GTO 03    
    -    
    STO 08            Number of pegs of the code without 'black' affectations
*    LBL 04    
    CLA    
    ARCL 02            Restores the part of the code to break always without affectations
    ALENG    
    X=0?            All the guess has been verified ?
    GTO 07    
    STO 09            Size of the leaving portion of the guess not already controlled - Count of loops #2
    RCL 02            Residual code
    RCL 03            Residual guess
*    LBL 05            Calculates the number of good colors found
    CLX    
    RCL 03            White counter in deal for the current pegs of the guess
    XEQ 08            Verifies the current pegs of the guess within the current free peg of the code to break
    DSE 09    
    GTO 05    
*    LBL 07    
    STO 03    
    DSE 08    
    GTO 04    
    RCL 06    
    ST+ 11    
    CLST                   Cleans the stack
    CLA                   Displays the score obtained by the guess : Black and White positions
    ARCL 04           Restores all the guess in deal
    TͰˍ    
    ARCL 12    
    TͰBˍ    
    ARCL 11    
    TͰW    
    TONE 7            Result of the guess is ready
    PROMPT    
    RCL 10    
    XEQ e    
    X>Y?            Number of attempts reached ?
    GTO 01            No : next guess
    XEQ a            Game is over : you failed to break the code
    TͰ==>ˍ    
    ARCL 07    
    TͰB    
    TONE 0    
    GTO 00    
*    LBL 03            Game is over : successful result
    XEQ a    
    TͰINˍ    
    ARCL 10    
    TͰa    
    BEEP    
*    LBL 00            Exit from the program
    AVIEW    
    SF 29    
    FIX 9    
    RTN    
*    LBL 08            Dynamic subroutine of checking for a peg (guess) to a peg (code)
    CLA    
    ARCL X    
    ATOX    
    ASTO 05    
    CLA    
    ARCL Z    
    ATOX    
    X≠Y?            Is the current peg of the guess suitable with the current peg of the code ?
    GTO 09            No : back
    1                    Yes : adds a point for 'black' or 'white' positions
    ST+ 06    
    ASTO X            Adjusts for the next peg in the code without keeping the current peg
    STO 02    
    RCL 05             Adjusts for the peg in the guess  without keeping the current peg
    STO 03    
    RTN    
*    LBL 09             The current peg of the guess does not match with the current peg of the code
    XTOA             So, keep them. Later, maybe...
    ASTO X    
    X<>Y    
    CLA    
    ARCL 05    
    XTOA    
    ASTO X    
    RTN    
*    LBL a             Insert the full code to break in the display (alpha register)
    CLA    
    ARCL 01              Recalls the number of pegs
    TͰˍ    
    RTN    
*    LBL c              List of usable colors
    TBJGMNORV      Accepts 6, 7, 8 or 9 characters
    RTN    
*    LBL d              Number of pegs
    5                      Insert 3, 4, 5 or 6 – but not 7 or more
    RTN    
*    LBL e              Number of guesses allowed
    12                      Usually 6 or 12 – but 99 is smart
    END    149 lines – 269 bytes
**    LBL TRAN≠     Generates a random number : between 0 and 1
    RCL 00             Seed
    FRC    
    X=0?    
    .5284163    
    997    
    *    
    FRC    
    STO 00            Next seed
    END    10 lines – 29 bytes
        Requires SIZE 013 at least
        
        Registers :
          00 : Ran#
          01 : Code to break
          02 : Work copy of the code to break
          03 : Work copy of the guess
          04 : Saves the current guess
          05 : untested part of the guess
          06 : Counter of good paired pegs (black or white without distinction)
          07 : Save the total number of pegs
          08 : Counter of loops #1
          09 : Counter of loops #2
          10 : Number of attempts made by the user
          11 : Number of white positions for the last guess
          12 : Number of black positions for the last guess
        
    (41CX) Master Logic - Mastermind - Code-breaking Game with letters combination    
        
    Mastermind is a wellknown game for two players :    
        a codemaker chooses a combination of four or five pegs and the other player will try to break this code.    
        
    This publication is based on a program for the 41CX : it was written in 07/2004 and actualised in 08/2024    
    At this time, I prefered to use the names of the colors instead of the position of a colour in my set.    
    So, I prepared this program to use letters instead of numbers to represent colors.    
        
    Just enter XEQ 'ALPHA' SMM to start the program    
    You receive BJGMNORV ? at display when you can choose your guess and R/S    
    The 41CX answers the number of pegs you have found (B) and the number of pegs with the good color (W)    
       but not well-placed    
    The number of attempts is limited to 12 (in LBL e)    
    The number of pegs in a combination is declared on LBL d (with 5)    
    The list of available colors is known by LBL c (BJGMNORV)

With the same process and example

Code:


f π STO 00 : stores PI in register 00 for the seed of the generator
XEQ TSMM
----- 74 71 71 66 86 sent into R01 : JGGBV
GGVVV  R/S :  GGVVV 2B 1W
R/S
VBJGG  R/S :  VBJGG 0B 5W
R/S
BVGJV  R/S :  BVGJV 2B 2W
R/S

JGGBV  R/S :  JGGBV IN 8a
R/S


Few changes in the use of the registers
R06 counts and grows for all the paired pegs : black or white without distinction

Code:


  00 : Ran#
  01 : Code to break
  02 : Work copy of the code to break
  03 : Work copy of the guess
  04 : Saves the current guess
  05 : untested part of the guess
  06 : Counter of good paired pegs (black or white without distinction)
  07 : Save the total number of pegs
  08 : Counter of loops #1
  09 : Counter of loops #2
  10 : Number of attempts made by the user
  11 : Number of white positions for the last guess
  12 : Number of black positions for the last guess


Keep you safe !


Laurent


Attached File(s)
.pdf  HP41CX - Super MasterMind - lmaN for MoHPC - No Flags version - 08-2024.pdf (Size: 81.57 KB / Downloads: 10)
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