(Note that technically this isn't exactly how the game's code sees this chart, but for the purposes of simplification it's been laid out this way)<br />
(To Be Finished)When first booting up the game, this chart starts reading from Slot 0. When an enemy drops an item, it provides the item corresponding to the current slot, and then increments the current slot by one. After Slot 3, it cycles back to Slot 0. For example: the first item to drop in Level 1 would be a Stopwatch. If another item then drops off another enemy in Level 1, it will be Holy Water.<br />The current slot carries over throughout the levels, so getting a Stopwatch in Level 1 and then getting another item drop in Level 2 would result in a Money Bag.<br />If a subweapon attempts to drop, but Simon is already in possession of said subweapon, the game will SKIP that slot and provide the next item on the chart.<br />If an important item is already present on screen, the item drop will turn into a Money Bag. This will still increment the current slot.<br />If a title screen demo gets an item drop, this will advance the current slot and carry over to the main game. It is recommended to reset the game before every run to prevent the demos from affecting gameplay.
=== Enemy Patterns ===
A lot of enemy patterns are only a function of how many frames have elapsed since the start of the screen and Simon's current position on screen. This allows for pattern manipulation on enemies such as the Bat Boss, Birds, and the Mummies.
White Skeletons are also affected by RNG on top of the factors mentioned above. Notably, they have a set amount of patterns (sometimes a single possible pattern) depending on those two factors. The exact pattern gets chosen at random. This allows for a smaller extent of manipulation.