It's been a while since I've looked into it, but I believe they call RNG for each event. (based on my experience and what Ategenos originally posted)
We have a similar clip in Cool Spot - where the top of a wall meets a floor. For that game you need to get about 2/3 of the character to be above the floor. And it only seemed to work when jumping up from below. Considering that both games were built on the same engine, I would guess that you would want a similar setup.
It's a type of byte underflow error. In the Genesis version of the game it is possible to take enough damage to bypass 0 health and wrap back around to 255 without dying. So the damage isn't negated, it just takes a while to drop back down from the equivalent of 127 hearts. Even if you do.... it is super easy to bypass 0 again since enemies deliver greater damage the further in the game you proceed. I believe this is because of the way the Genesis (16-bit) handles the health compared to NES (8-bit).
Also weirdly enough in the Genesis version, I discovered that unlocking the door for the Lost at Sea secret room marks the pear room in the Shipyard area as empty so it becomes unobtainable if not gathered before going into the secret room.
I have TAS'd this theory out. Both waiting before entering the room, as well as freezing the memory address for the enemy and preventing them from moving. And in both cases I was able to get the same drops and the angel to spawn before the first boss. I have also done some save-state practicing on the NES version and been able to notice that depending on what the drop of the enemy in the first ladder room is... I can change where I kill the second enemy to give me a higher chance of spawning the Angel. I figure with more practice and consistency one could get it more frequent, maybe every time.
I realize that I may be late to the party here.... but this type of thing does interest me.... I have been digging into the Genesis version, but I doubt that this should be significantly different and I have done some initial testing on the NES version using my findings from the Genesis.
From what I can tell it looks like there are 3 registers that update every time there is an RNG call. The enemies that do not have a patterned movement cause an update to these registers every time they move. Also whenever you kill an enemy that does not have a guaranteed drop, this also calls the RNG. The RNG values for the first few rooms seems to depend less on the frame that the enemy is killed, but rather the position they are in when they are killed. I know since these enemies move at a constant velocity in this room, the two are effectively the same...
I am requesting mod for the game Spot Goes to Hollywood. I've got 2 runs sitting for over 1 month now, and the only mod has not been on this site for 6 months. I've tried to message the user through multiple platforms, but have not received any response. https://www.speedrun.com/spot_goes_to_hollywood Thanks
Requesting for Spot Goes to Hollywood. I have a run that has been pending for 4 weeks. Only mod for the game was last online 6 months ago according to info. I have tried 2 different methods to contact, but have not gotten any response. It also looks like there hasn't been any recent update on any of their social media sites listed in months.