Not one capture here. Every picture is drawn from the bytes of the ROM and checked against the openMSX VRAM. The tunes come from the cartridge's own engine and match openMSX frame by frame. The listing reassembles byte for byte with make.
Besides disk, TEAM EDIT and PENNANT save to Konami's Game Master 2: it finds it by the YZ mark at 0x4010, puts its bank 4 at 0x8000 and calls its SRAM routine with the command in C (p13:709A, p13:721D). In the Game Master 2 disassembly that routine is p04:8000, the door to its file system.
Read in the code.
The three SPD digits on the pitcher's card give the speed of the ball: 80 to 199 km/h (p03:AAE1). Pressing down on release makes it a quarter faster and up a quarter slower; with no stamina left it loses 4 to 7 km/h (p03:ABAA).
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After any bottom half, a ten-run lead ends the game (p02:9424). From the ninth on the usual rule applies: it ends if the home team is ahead or if the score is not tied when the inning closes (p02:9428).
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With a single player the other two games of the round are not played: each team gets 0 to 15 runs at random and, on a tie, one of the two gets one more (p15:AC31).
Read in the code.
The game asks for 0x2C, on the PSG and one SCC channel, and right after for 0x3F, which plays the other three SCC channels (p02:9357).
Checked against openMSX.
While a team bats, the background tune depends on the furthest occupied base and on who is batting: four tunes for the visitors and four for the home team (p00:5E74).
Checked against openMSX.
Under each picture is where it comes from and what is on it.
p02:8663: each stance copies its sprite patterns from a store in the VRAM (p00:5761).p03:A597, waits from p03:A83F).p15:BB97).p01:651C).p03:A2ED).p15:ADFA).p01:7280, p02:8FC8).p00:5163-p00:51A1).p15:BB97).p01:6352).p08:9432).p00:537C, p00:539D, p00:53CC).