The Render Key
How The 32 Codes Are Packed
The renderer stores the visible role as two fields: orientation is two bits, and mode is three bits. The natural body-type code is orientation + 4 * mode, giving codes 0 through 31.
Mode 0 is special: its four orientations mean port, cross, constant zero, and constant one. Mode 1 is a wire. Modes 2 through 7 are the six MUX behaviors, each rotated into four render orientations.
The suffixes L, T, B, and R name the rendered orientation. Read them as local tile orientation labels, not as a global coordinate system.
Cell Role Codes
000102030405Wire L, rotated in the rendered tile.060708B when high, otherwise R.09B/R selection behavior, rotated in the tile drawing.101112R when high, otherwise B.13R/B selection behavior, rotated in the tile drawing.141516T when high, otherwise R.17T/R selection behavior, rotated in the tile drawing.181920R when high, otherwise T.21R/T selection behavior, rotated in the tile drawing.222324T when high, otherwise B.25T/B selection behavior, rotated in the tile drawing.262728B when high, otherwise T.29B/T selection behavior, rotated in the tile drawing.3031How To Read The Drawing
Black marks are asserted local state or output values in the render. White rings are cell/port positions. Tan overlays mark MUX-like structure and visible value flow. Purple marks the reconfiguration-port role. The labels in the image are explanatory labels drawn over the fabric; the fabric itself is still the 32-code cell-role alphabet above.
This is the low-level visual vocabulary behind the larger Cartilage articles. A reconfiguration run is easier to inspect once the reader knows which marks mean constants, wires, crosses, MUXes, and ports.