The exterior product also exists in a different vector space to its factors.
f(0) = 1 g(0) = 3 f*g(0) = 3
f(1) = 0 g(1) = 2 f*g(1) = 2
f(2) = 1 f*g(2) = 3
f(3) = 0 f*g(3) = 2
f(4) = 0 f*g(4) = 0
f(5) = 1 f*g(5) = 3
f*g(6) = 2
You can see how when there is an impulse weight "x" in digit space entry d, the impulse response "3x" comes at d, and the impulse response "2x" comes at d+1. Note how f and g can be anything and it convolution (f * g) is still their multiplication (except for the obvious rub when f*g(d) is greater than 9, so you need to add a rule about that). allBangSounds(t) = \integral bangWeights(tau)*originBangSound(t-tau) d(tau)
The point is this. Don't think of it as a flip. Think of (tau) as defining the origin point for a particular "bang".