Schematic for Random Anime Pixel Face Generator
1. Grid Layout Definition

The generator is based on a grid layout of 17 columns and 16 rows. We will denote the layout as:

[
G = { G_{r,c} \ | \ r \in [0, 15], c \in [0, 16] }
]

Where:

    ( r ) denotes the row index from ( 0 ) to ( 15 ).
    ( c ) denotes the column index from ( 0 ) to ( 16 ).

2. ASCII Layout Representation

The ASCII representation of the various facial features, along with their designated rows and columns, is outlined as follows:

▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x1 row 1 (0, 0) to (0, 16)
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x2 row 2 (1, 0) to (1, 16)
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x3 row 3 (2, 0) to (2, 16)
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x4 row 4 (3, 0) to (3, 16)
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x5 row 5 (4, 0) to (4, 16)
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--facial outline row 6 (5, 0) to (5, 16)
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--facial outline row 7 (6, 0) to (6, 16)
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--facial outline row 8 (7, 0) to (7, 16)
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--facial outline row 9 (8, 0) to (8, 16)
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--facial outline row 10 (9, 0) to (9, 16)
▓█▓▓▓▓▓▓▓▓▓▓▓▓▓█▓<--nose x1 row 11 (10, 1) to (10, 15)
▓▓█▓▓▓▓▓▓▓▓▓▓▓█▓▓<--nose x2 row 12 (11, 2) to (11, 15)
▓▓▓█▓▓▓▓▓▓▓▓▓█▓▓▓<--mouth x1 row 13 (12, 3) to (12, 15)
▓▓▓▓█▓▓▓▓▓▓▓█▓▓▓▓<--mouth x2 row 14 (13, 4) to (13, 15)
▓▓▓▓▓█▓▓▓▓▓█▓▓▓▓▓<--mouth x3 row 15 (14, 5) to (14, 15)
▓▓▓▓▓▓█████▓▓▓▓▓▓<--chin and facial outline row 16 (15, 0) to (15, 16)

3. Index Mappings for Facial Features
Indexed Array Definitions

Each feature will be associated with an indexed array to pinpoint their exact positions on the grid explicitly:

    Hairstyle Indices ( H ):
    [
    H = \begin{bmatrix}
    (0, 0), (0, 1), (0, 2), (0, 3), (0, 4), (0, 5), (0, 6), (0, 7), (0, 8), (0, 9), (0, 10), (0, 11), (0, 12), (0, 13), (0, 14), (0, 15), (0, 16) \
    (1, 0), (1, 1), ... , (1, 16) \
    (2, 0), (2, 1), ... , (2, 16) \
    (3, 0), (3, 1), ... , (3, 16) \
    (4, 0), (4, 1), ... , (4, 16)
    \end{bmatrix}
    ]

    Eyes Indices ( E ):
    [
    E = \begin{bmatrix}
    (5, 1), (5, 2), (5, 3), (5, 4), (5, 5), (5, 6), (5, 7), \
    (6, 1), (6, 2), (6, 3), (6, 4), (6, 5), (6, 6), (6, 7), \
    (7, 1), (7, 2), (7, 3), (7, 4), (7, 5), (7, 6), (7, 7), \
    (8, 1), (8, 2), (8, 3), (8, 4), (8, 5), (8, 6), (8, 7), \
    (9, 1), (9, 2), (9, 3), (9, 4), (9, 5), (9, 6), (9, 7)
    \end{bmatrix}
    ]

    Nose Indices ( N ):
    [
    N = {(11, 5), (11, 6), (12, 5), (12, 6)}
    ]

    Mouth Indices ( M ):
    [
    M = {(13, c) | c \in [5, 8]} \cup {(14, c) | c \in [5, 8]} \cup {(15, c) | c \in [5, 8]}
    ]

    Outline Indices ( O ):
    [
    O = {(5, 0), (5, 16), (6, 0), (6, 16), (7, 0), (7, 16), \ldots, (15, 0), (15, 16)}
    ]

4. Color Allocation for Features

Using predefined arrays for feature colors:

    Hair Colors:
    [
    C_h = {#8B4513, #A52A2A, #CD5C5C, #D2691E}
    ]

    Eye Colors:
    [
    C_e = {#000000, #0000FF, #00FFFF, #FFFFFF}
    ]

    Mouth Colors:
    [
    C_m = {#000000, #8B0000}
    ]

    Outline Color:
    [
    C_o = #000000
    ]

5. Functional Definitions
Pseudocode

The core functionalities can be expressed in structured pseudocode. This pseudocode is meant to guide development and understanding of logic without diving into specific languages.

FUNCTION ClearGrid(G)
    FOR row FROM 0 TO 15
        FOR col FROM 0 TO 16
            G[row][col] = WHITE
END FUNCTION

FUNCTION GetRandomColor(colorArray)
    return RANDOMLY SELECTED color FROM colorArray
END FUNCTION

FUNCTION GenerateFace(G)
    ClearGrid(G)  // Clear previous render
    // Iterate over hairstyle indices
    FOR EACH (row, col) IN hairstyleIndices
        G[row][col] = GetRandomColor(C_h)

    // Iterate over eyes indices
    FOR EACH (row, col) IN eyesIndices
        G[row][col] = GetRandomColor(C_e)

    // Iterate over nose indices
    FOR EACH (row, col) IN noseIndices
        G[row][col] = #000000  // Black for nose

    // Iterate over mouth indices
    FOR EACH (row, col) IN mouthIndices
        G[row][col] = GetRandomColor(C_m)
    
    // Iterate over outline indices
    FOR EACH (row, col) IN outlineIndices
        G[row][col] = C_o  // Black for outline
END FUNCTION

6. Visual Representation in Context (HTML/CSS/JS)

In the code that would normally follow, we initiate a grid, define sections properly, and run a random face generation within established bounds. Each section corresponds precisely to the indices defined above.
so, what we need to do is 17x16 random animu pixelface random generator with distincted areas for random appendages in features in solid only solid code of htmlcssjs.<mark>you need to consider also an empty area around facial outline in 1px. try comprehend it.</mark>you need to comprehend it.you need to comprrehend that features except hairstyle should be within that facial outline.you need to comprehend that facial outline cannot be just square in perimeter of a grid.you just need to comprehend.comprehendoz, ne?now comprehend where actual all facial outline should exactly reside and in which exact shape in through 1px.you do not need empty the top, since it is a harstyle area which do not gives a fuks about facial outline.facial outline ends or starts from row 6.strictly only prototype of base grid 17x16 grid ascii 17x16 grid example for chat only:```▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x1 row 1
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x2 row 2
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x3 row 3
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x4 row 4
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x5 row 5
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--eyes x1 row 6
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--eyes x2 row 7
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--eyes x3 row 8
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--eyes x4 row 9
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--eyes x5 row 10
▓█▓▓▓▓▓▓▓▓▓▓▓▓▓█▓<--nose||nothing x1 row 11
▓▓█▓▓▓▓▓▓▓▓▓▓▓█▓▓<--nose||nothing x2 row 12
▓▓▓█▓▓▓▓▓▓▓▓▓█▓▓▓<--mouth x1 row 13
▓▓▓▓█▓▓▓▓▓▓▓█▓▓▓▓<--mouth x2 row 14
▓▓▓▓▓█▓▓▓▓▓█▓▓▓▓▓<--mouth x3 row 15
▓▓▓▓▓▓█████▓▓▓▓▓▓<--chin and facial outline x1 row 16```strictly only prototype of facial outline ascii 17x16 grid  example for chat only:```▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x1 row 1
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x2 row 2
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x3 row 3
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x4 row 4
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓<--hairstyle x5 row 5
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--facial outline row 6 x 1, 17 columns
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--facial outline row 7 x 1, 17 columns
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--facial outline row 8 x 1, 17 columns
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--facial outline row 9 x 1, 17 columns
█▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓█<--facial outline row 10 x 1, 17 columns
▓█▓▓▓▓▓▓▓▓▓▓▓▓▓█▓<--facial outline row 11 x 2, 16 columns
▓▓█▓▓▓▓▓▓▓▓▓▓▓█▓▓<--facial outline row 12 x 3, 15 columns
▓▓▓█▓▓▓▓▓▓▓▓▓█▓▓▓<--facial outline row 13 x 4, 14 columns
▓▓▓▓█▓▓▓▓▓▓▓█▓▓▓▓<--facial outline row 14 x 5, 13 columns
▓▓▓▓▓█▓▓▓▓▓█▓▓▓▓▓<--facial outline row 15 x 6, 12 columns
▓▓▓▓▓▓█████▓▓▓▓▓▓<--facial outline row 16 x 7-11 columns```strictly only indexed prototype of facial features in random indices areas ascii example for chat only:```HHHHHHHHHHHHHHHHH<--hairstyle x1 row 1
HHHHHHHHHHHHHHHHH<--hairstyle x2 row 2
HHHHHHHHHHHHHHHHH<--hairstyle x3 row 3
HHHHHHHHHHHHHHHHH<--hairstyle x4 row 4
HHHHHHHHHHHHHHHHH<--hairstyle x5 row 5
█▓EHEHEH▓HEHEHE▓█<--eyes x1 row 6
█HEHEHEHEHEHEHEH█<--eyes x2 row 7
█▓▓EEEEE▓EEEEE▓▓█<--eyes x3 row 8
█▓EEEEEE▓EEEEEE▓█<--eyes x4 row 9
█▓EEEEEE▓EEEEEE▓█<--eyes x5 row 10
▓█▓▓▓▓▓NNN▓▓▓▓▓█▓<--nose||nothing x1 row 11
▓▓█▓▓▓▓NNN▓▓▓▓█▓▓<--nose||nothing x2 row 12
▓▓▓█MMMMMMMMM█▓▓▓<--mouth x1 row 13
▓▓▓▓█MMMMMMM█▓▓▓▓<--mouth x2 row 14
▓▓▓▓▓█MMMMM█▓▓▓▓▓<--mouth x3 row 15
▓▓▓▓▓▓█████▓▓▓▓▓▓<--chin and facial outline x1 row 16```generator intended to be in colorful pixels, not like for chat only ascii in prototype inside code plain-text inclusion.now comprehend without codes outputs in chats what is what and how to index things properly through all arrays.WHERE THE FUK IMMUTABLE FACIAL OUTLINE BOUNDS ESTABLISHED ANYWHERE VISIBLE!!!?you calculate properly bounds in facial outlines and establish them immutably and actual facial features areas inside.densefy slider should fill from 1 to MAx possible in that exact row through facial outline border.extremely strictly recomprehend how to index things according to ascii represented and facial border outline properly through all arrays and indices randomly.all indexed pixels should be filled accordingly but randomly colorified.indexed areas distinctly should be randompixel in their shades colorified.hair indices in brown/red shades.
eyes indices in blue/black/white/cyan shades.
nose in 1px in area randomly indices in black.
mouth indices in black/darkred shades.outline just black.
all other area is empty and considered white.now need to craft some specific mazafakin algorithm for each in hair/eyes/nose/mouth 4 which ENSHAPING all shipshape in through random pixels in specific areas indexed.need to stabilize randomly somehow mazafakin mouth outline specific shape through in its available in indices colors.need to stabilize randomly somehow mazafakin eyes outline specific shape through in its available in indices colors.nose is just one mazafakin pixel in its six indices appearing or not randomly in places in its indices.need to stabilize randomly somehow mazafakin hair outline specific shape through in its available in indices colors. A MAZAFAKIN ANIMU HAIRSTYLER ALGORITHM HERE WOULD NEED!indexed areas should be fully filled within their corresponding indices and colors specified.maybe you better do all in through arrays in indices preallocated? because you do not comprehending ascii prototypings in chats at all!

comprehend how stabilizer algorithm should function in each. outshow comprehendoz.

outshow pallete for all only in names colors

how do you calling in english a hairpiece outline?

so, for example:
you have some randomly generated in volume in pixels in indexed area some mazafakin fringe.
you then need to outline that mazafaka through one pixel with that intricate mazafakin animu hairstyle shipshaper algorithm.

you comprehendoz, matey, not, eh!?

arr-harr! eeeeeeeeeeeeeeeeeeeeeeeaaaaaaaaaaaaaaaaaaeeeeeeeeeaaaaaaaaaaaaaaaa!

no, you need only strictly think in VOLUME in INDEXED area, not like I do what I fuckeying want.

then you need some triangulation mechanism which distinctively establishes an outline in one pixel in that some specific indexed area, right? better ideas, ne? why the fuk human should think everything for you there in chats!?

now relatively to palette in for each:
in hair: only brown should accentuate a one pixel outline in volume.
in eyes: only blue should accentuate a one pixel outline in volume.
in nose: JUST ONE || NOT MAZAFAKIN PIXEL! ARE YOU KIDDING?
in mouth: only red should accentuate a one pixel outline in volume.

and thats pretty much enough for now.