The melodies are not broken down. The sound data at the end of the ROM is a tone table followed by the melodies; the player is understood, but each tune's notes are not transcribed here.
The athlete's frames, one by one. Where they live (0x53EC-0x614C), how they decompress and how many strips each event uses are all known, but they are not drawn individually on this site: DIBUJA_ATLETA lays each strip across the pattern table at a destination derived from the position and the state of the attempt, so pulling a single figure out would mean reproducing that layout. They can be seen assembled in the scenes.
Eleven strips nobody touches. Of the 52 in the pose block, eleven are read by no event across the 230 measured seconds of attract mode. They may only show up in a real game —the attract fails no attempt and never reaches the later stages— or they may be dead frames. Not checked by playing.
What the step table at 0x6F9C is for. Eight 16-bit values, one per rung of the score, which 0x6F8B adds to the coordinate at 0xE101; the first is negative. What the routine does is known; what the jump is for is not.