Sound Hacking/Arcade Machines

From vgmrips

Simple Hacks

Game ROM name System/Company Music Trigger + Comments
3 on 3 Dunk Madness 3on3dunk Video System maincpu.w@280000 = xx

02 = stop sound, 20~2F = music

Air Assault airass Irem (Irem M107) maincpu.ib@00 = xx

20 = stop sound, 01~0E = music

Air Rescue arescue Sega (Sega System 32) mainpcb:maincpu.b@700000 = xx

00 = stop sound, 81~8F = music

Alien³: The Gun alien3 Sega (Sega System 32) mainpcb:maincpu.w@700700 = 8xxx

005 = stop sound, 100~11C = music

APB: All Points Bulletin apb Atari (Atari System 2) maincpu.b@1680 = xx

6a,6e,83,8a,8c,91,93 = music & jingles, 3a->3b = siren->end trigger, 96->97 = high score->end trigger, 8e->8f->90 = intro->main theme->end trigger

Asura Blade: Sword of Dynasty asurabld Fuuki (Fuuki FG-3) maincpu.w@903FE2 = xx; maincpu.w@903FE0 = 00A0

00~29 = music

Asura Buster: Eternal Warriors asurabus Fuuki (Fuuki FG-3) maincpu.w@903FE2 = xx; maincpu.w@903FE0 = 00A0

01~28 = music

B.Rap Boys brapboys Kaneko maincpu.b@102453 = xx

FF = stop sound, 30~40 = music

BanBam banbam Sun Electronics maincpu.b@C740 = xx; maincpu.b@C741 = 06; maincpu.b@C742 = 0F

00~0F = music
To play songs 0B and 0D at the correct speed, 02 must be written to 741.

Pettan Pyu pettanp
Batman (USA 1.06) btmn_106 Data East/Pinball
(Data East System 3)
decobsmt:soundcpu.b@00BC = 00; decobsmt:soundcpu.b@00BD = 01; decobsmt:soundcpu.b@00BE = xx

00 = stop sound, 01~1B = music, 40~B3 = SFX, B8~BE = special
The writes to 00BC/00BD set up the sound queue.

Battle Balls senkyu Seibu Kaihatsu (Seibu SPI) maincpu.b@680 = 93; maincpu.b@680 = FF; maincpu.b@680 = 80; maincpu.b@680 = xx

00 = stop sound, 01~0E = music

Battle Lane! Vol.5 battlane Technos Japan maincpu.b@0D00 = xx

1F = stop sound, 01~0E, 23, 24, 26 = music

Battlecry battlcry Home Data maincpu.b@404F = xx

18 = stop sound, 00~17, 19~1C = music

Big Fight bigfight Tatsumi maincpu.b@0B8000 = xx

01 = stop sound, 7B+ = music

Big Run bigrun Jaleco cpu1.w@8000A = xx

00 = stop sound, 01~0C = music

Birdie Try birdtry Data East maincpu.b@30C014 = xx

01 = stop sound, 12~20 = music

Black Panther blkpnthr Konami maincpu.b@C0001 = xx; maincpu.w@a0000 = 800

00 = stop sound, 01~16 = music

Blood Warrior bloodwar Kaneko maincpu.b@10688F = xx

80 = stop sound, 81~8C = music

Blood Bros. bloodbro TAD maincpu.b@a0001 = xx; maincpu.b@a0003 = 80; maincpu.b@a000d = ff; maincpu.b@a0009 = ff

00 = stop sound, 10~18, 1B~1E = music

Blue Hawk bluehawk Dooyong audiocpu.b@F040 = xx

00 = stop sound, E0~F7 = music

Boogie Wings boogwing Data East maincpu.b@24E151 = 0xXX

01 = stop sound, 07~19 = music

Burning Rival brival Sega (Sega System 32) mainpcb:maincpu.b@208876 = xx

FF = stop sound, 81~9C = music

Buttobi Striker buttobi Konami maincpu.b@a03d = xx; maincpu.b@a060 = 01

FF = stop sound, 00~07 = music, jingles

Cabal cabal TAD maincpu.w@E8008 = 01FF; maincpu.w@E8002 = 8002; maincpu.w@E8000 = xx

00 = stop sound, 01~0D, 18~1E = music

Calorie kun vs Moguranian calorie Sega maincpu.b@F800 = xx

16 = stop sound, D0~D9 = music

Captain America and The Avengers captaven Data East maincpu.b@1280C8 = xx

01 = stop sound, 04~19 = music

Caveman Ninja cninja Data East maincpu.b@1BC0A8 = xx

01 = stop sound, 04~19 = music

Checkpoint (1.7) ckpt_a17 Data East/Pinball
(Data East System 3)
audiocpu.b@0067 = 00; audiocpu.b@0068 = 01; audiocpu.b@0069 = xx

00 = stop sound, 01~1F = music, 40~AF = SFX, B0~B7 = special
The writes to 0067/0068 set up the sound queue.

China Town chinatwn Data East maincpu.w@100000 = xx

01 = stop sound, 04~12 = music

Chopper I chopper SNK maincpu.b@C400 = xx

40 = stop sound, 41~7F = music

Cosmo Gangs cgang Namco audiocpu.b@B00 = xx; audiocpu.b@B01 = xx

In B00: 00~0B = music
In B01: 00 = stop sound, F0 = play sound, 0F = fade sound

Crazy Cross crzcross Konami (Konami GX) maincpu.w@C004C0 = 0xxx; maincpu.d@C00018 = 00C004C2; maincpu.d@C0001C = 00C004C0

200 = stop sound, 201~21C = music

Crude Buster cbuster Data East maincpu.w@0BC002 = xx

01 = stop sound, 04~11 = music

Cyber Tank cybertnk Coreland maincpu.b@110001 = 0xXX

F6 = stop sound, F7~FE = music

Dam Dam Boy ddboy Konami maincpu.b@a03d = xx; maincpu.b@a060 = 01

FF = stop sound, 00~07 = music, jingles

Discs of Tron dotron Bally Midway maincpu.b@E4F6=0x03; maincpu.w@E50C=0x0202; maincpu.b@E50E=0xXX

02 = stop sound, 44, 46, 48, 49, 4A, 4C = music

Dream Soccer '94 dsoccr94 Irem (Irem M107) maincpu.ib@00 = xx

20 = stop sound, 01~1F = music

Dynamite Duke dynduke Seibu Kaihatsu audiocpu.w@2520 = 2725; audiocpu.w@2522 = 2525; audiocpu.w@2525 = 8xxx

2FF = stop sound, 011~01B = music

E Jong High School ejanhs Seibu Kaihatsu (Seibu SPI) maincpu.b@680 = 93; maincpu.b@680 = FF; maincpu.b@680 = 80; maincpu.b@680 = xx

00 = stop sound, 01~16 = music

E.D.F.: Earth Defense Force edf Jaleco (Jaleco Mega System 1) maincpu.w@044308 = 0xXX

00 = stop sound, 01~0E = music

Fail Gate failgate Seibu Kaihatsu audiocpu.w@24D1 = 8xxx; audiocpu.b@24C5 = D3

2FF = stop sound, 001~00D, 010~018 = music

Final Star Force fstarfrc Tecmo maincpu.b@150011 = xx

FF = stop sound, 6F~7E = music

Fishing Master fishingm Capcom maincpu.b@1F2098 = 0xXX; maincpu.b@1F2090 = 0x02; maincpu.b@1F2091 = 0x00

F0 = stop sound, 01~09 = music

Fuusen Pentai fuusenpn Konami maincpu.b@810e = xx; maincpu.b@8029 = 01

FF = stop sound, 00~0B = music, jingles

Gamushara Battle! Puchi Monster pmonster Capcom (CP System) maincpu.b@800180 = xx; maincpu.b@800189 = 00

F0 = stop sound, 01~0B = music

Ganbare Ginkun ginkun Tecmo maincpu.b@150011 = xx

FF = stop sound, 01~1A = music

Ganbare! Marine Kun ganbare Capcom (CP System) maincpu.b@800180 = xx; maincpu.b@800189 = 00

F0 = stop sound, 01~06 = music

Go! Go! Mile Smile gogomile Fuuki (Fuuki FG-2) audiocpu.b@64BE = 0x01; audiocpu.b@64AE = 0xA0; audiocpu.b@64B6 = 0xXX

00 = stop sound, 01~1B = music

Golfing Greats glfgreat Konami maincpu.b@1004C0 = xx; maincpu.w@10001E = 04C0; maincpu.w@10001A = 04C1

00 = stop sound, C0~D1 = music

Gridiron Fight gridiron Tecmo maincpu.b@F820 = 0xXX

F0 = stop sound, 00~0B, 17~1C = music

Gunforce: Battle Fire Engulfed Terror Island gunforce Irem (Irem M92) maincpu.ib@00 = xx

20 = stop sound, 01~0B = music

Gunforce II gunforc2 Irem (Irem M92) maincpu.ib@00 = xx

20 = stop sound, 01~04, 0D~10 = music

Gyakuten!! Puzzle Bancho pbancho Fuuki (Fuuki FG-2) audiocpu.b@64BE = 0x01; audiocpu.b@64AE = 0xA0; audiocpu.b@64B6 = 0xXX

00 = stop sound, 01~1E = music

Hangzo hangzo Hot-B maincpu.w@3F3D99 = xx

C0 = stop sound, C1~D0 = music

Hook hook Irem (Irem M92) maincpu.ib@00 = xx

20 = stop sound, 01~0E, 11~13 = music

Hotdog Storm hotdogst Marble maincpu.w@300000 = xx

FF = stop sound, 01~0F = music

In The Hunt inthunt Irem (Irem M92) maincpu.ib@00 = xx

20 = stop sound, 01~0D, 11~18 = music

In Your Face inyourfa Jaleco (Jaleco Mega System 1) maincpu.w@084308 = xx

01 = stop sound, 31~3D = music

Joe & Mac Returns joemacr Data East maincpu.pb@201040 = xx

01~0E = music

Legend of Makai lomakai Jaleco (Jaleco Mega System 1) maincpu.w@084308 = 0xXX

00 = stop sound, 02~0F, 1C, 21~28 = music

Legionnaire legionna TAD maincpu.w@10800C = FFFF; maincpu.w@10800E = xx

00 = stop sound, 10~2E = music

Lethal Crash Race crshrace Video System maincpu.b@FFF009 = 0xXX

05 = stop sound, 10~3F = music

Lethal Enforcers II: Gun Fighters le2 Konami (Konami GX) maincpu.w@C00060 = 0xxx; maincpu.d@C0002E=00C00064; maincpu.d@C00032=00C00060

100 = stop sound, 101~11A = music

Lethal Thunder lethalth Irem (Irem M92) maincpu.ib@00 = xx

20 = stop sound, 01~10 = music

Mad Motor madmotor Mitchell maincpu.b@3FC005 = xx

01 = stop sound, 05~0E = music

Magical Pumpkin: Puroland de Daibouken mpumpkin Capcom (CP System) maincpu.b@800180 = xx; maincpu.b@800189 = 00

F0 = stop sound, 01~0c = music

Marble Madness II marblmd2 Atari maincpu.w@600040 = #xx

00 = stop sound, 12~36 = music, 22 = music trigger

Megumi Rescue megrescu Sega (Sega System E) maincpu.b@F800 = xx

FF = stop sound, 16~24, 2b = music

Metamorphic Force metamrph Konami maincpu.w@202752 = 00xx; maincpu.d@202798 = 202754; maincpu.d@2027A0 = 202752

00 = stop sound, CD~F0 = music

Mutant Fighter mutantf Data East maincpu.w@1A0064 = xx

01 = stop sound, 07~17 = music

Mystic Warriors mystwarr Konami maincpu.w@2004C0 = xx; maincpu.w@20001E = 04C0; maincpu.w@20001A = 04C2

FF = stop sound, D0~F0 = music

Ninja Kazan kazan Jaleco (Jaleco Mega System 1) maincpu.w@084308 = xx

FF = stop sound, 01~11 = music

Nitro Ball nitrobal Data East maincpu.w@FF4260 = xx

01 = stop sound, 07~1E = music

Osman osman Mitchell maincpu.b@180071 = FF; maincpu.b@180074 = xx

00 = stop sound, 01~1F = music

Paperboy paperboy Atari (Atari System 2) maincpu.b@1680 = xx

1e,23,2b~37 = music & jingles, 1c->1b = intro->bonus stage

Pokonyan! Balloon pokonyan Capcom (CP System) maincpu.w@800180 = 0x00XX

F0 = stop sound, 01~03 = music

Polygonet Commanders plygonet Konami maincpu.w@FF9FC4 = xx00; maincpu.w@FF9FC0 = 0001; maincpu.w@FF9FC2 = 0000

FF = stop sound, D0~E2 = music

Poly-Net Warriors polynetw Konami maincpu.b@600006 = xx; maincpu.b@640000 = 00;

00 = stop sound, 80~9C = music, F1~F4 = fade triggers

Premier Soccer prmrsocr Konami maincpu.b@100B00 = xx

FF = stop sound, 80~92 = music

Raiden raiden Seibu Kaihatsu audiocpu.w@2530 = 8xxx; audiocpu.w@2524 = 2532; audiocpu.w@2526 = 2530

2FF = stop sound, 011~01D = music

Raiden II raiden2 Seibu Kaihatsu audiocpu.w@26A3 = 8xxx; audiocpu.w@269C = A526; audiocpu.w@269E = A326

2FF = stop sound, 004~01C, 05A = music

Raiden DX raidendx Seibu Kaihatsu audiocpu.w@264B = 8xxx; audiocpu.w@2642 = 264B; audiocpu.b@2645 = 01

2FF = stop sound, 004~01C, 058~062, 6D = music

Raiden Fighters rdft Seibu Kaihatsu (Seibu SPI) maincpu.b@680 = 93; maincpu.b@680 = FF; maincpu.b@680 = 80; maincpu.b@680 = xx

00 = stop sound, 01~13 = music

Raiden Fighters 2: Operation Hell Dive rdft2 Seibu Kaihatsu (Seibu SPI) maincpu.b@680 = 93; maincpu.b@680 = FF; maincpu.b@680 = 80; maincpu.b@680 = xx

00 = stop sound, 02~16 = music

Raiden Fighters Jet rfjet Seibu Kaihatsu (Seibu SPI) maincpu.b@680 = 93; maincpu.b@680 = FF; maincpu.b@680 = 80; maincpu.b@680 = xx

00 = stop sound, 01~1A = music

Raiga: Strato Fighter stratof Tecmo maincpu.b@7A803 = xx

FF = stop sound, 01~0F, 60~68 = music

Riot riot Tecmo maincpu.b@150011 = xx

FF = stop sound, 6F~83 = music

RoboCop 2 robocop2 Data East maincpu.w@18C064 = xx

01 = stop sound, 08~15 = music

Rohga: Armor Force rohga Data East maincpu.b@2803A9 = xx

01 = stop sound, 07~18 = music

Run and Gun rungun Konami maincpu.b@540000 = F8; maincpu.b@58000C = xx; maincpu.b@58000E = 00

FF = stop sound, D1~EB = music

Run and Gun 2 rungun2 Konami (Konami GX) maincpu.d@C02932 = 0xxxFFFF; maincpu.d@C03764 = C02934; maincpu.d@C03760 = C02930

100 = stop sound, 102~11A = music
Note: "Number of Screens" needs to be set to 1 to enable Stereo Music.

Rushing Heroes rushhero Konami (Konami GX) maincpu.d@C10302 = 0xxxFFFF; maincpu.d@C010B4 = C10304; maincpu.d@C010B0 = C10300

100 = stop sound, 102~120 = music
Note: "Number of Screens" needs to be set to 1 to enable Stereo Music.

Salamander 2 salmndr2 Konami (Konami GX) maincpu.w@C00D0C = 0xxx; maincpu.w@C00D04 = 01; maincpu.w@C00D06 = 00

100 = stop sound, 101~119 = music

Samurai-Fighter Shingen tshingen Jaleco (Jaleco Mega System 1) maincpu.w@084308 = xx

00 = stop sound, 01~10, 32 = music

SD Gundam Sangokushi Rainbow Tairiku Senki grainbow EIM audiocpu.w@24CF = 8xxx; audiocpu.b@24C7 = CF

2FF = stop sound, 016,019,01C,01F,022,025,028,02B,02E,031,034,037,03A,03D = music

Shadow Dancer shdancer Sega (Sega System 18) maincpu.b@FE0007 = 0xXX

00 = stop sound, D0~E4 = music

Shadow Warriors shadoww Tecmo maincpu.b@7A803 = 0xXX

F0 = stop sound, 02~09, 2C, 2D, 2F, 34~38, 3E, 3F, 42, 43 = music

Shogun Warriors / Fujiyama Buster shogwarr, fjbuster Kaneko, Atop maincpu.b@10683D = xx

80 = stop sound, 81~8D, 93, 95~9B = music

Slap Shooter slapshtr Sega (Sega System E) maincpu.b@F200 = 0xXX

FF = stop sound, 81~87, 8E, 97 = music

Slime Kun slimekun Konami maincpu.b@8031 = xx; maincpu.b@8040 = 01

FF = stop sound, 00~09 = music, jingles
Note: Can only work within the sound test menu

Soccer Superstars soccerss Konami (Konami GX) maincpu.d@C01E82 = 0xxxFFFF; maincpu.d@C0188C = C01E80; maincpu.d@C01890 = C01E80

100 = stop sound, 106~116 = music
Note: "Number of Screens" needs to be set to 1 to enable Stereo Music.

Spider-Man: The Videogame spidman Sega (Sega System 32) mainpcb:maincpu.b@700000 = xx

00 = stop sound, 81~8F, B8 = music

Super Medal Fighters smf Eighting, Capcom maincpu.b@1F2098 = 0xXX; maincpu.b@1F2090 = 0x02; maincpu.b@1F2091 = 0x00

F0 = stop sound, 01~0a, 0c~0f, 12~14 = music

Super Pinball Action spbactn Tecmo maincpu.b@90011 = xx

FF = stop sound, 01~06, 0D~11, 24, 2D, 41~45, 4E, 51, 63, 69, 6B~6F, 78~7A, 7E, 7F, 81~85, 8E~91, A7~A9, AE, BF, C1~C5, CE, CF, D7, EA, EE, F7~FC = music & jingles

Taisen Tokkae-dama tokkae Konami (Konami GX) maincpu.w@C08CC0 = xx01; maincpu.b@C08D89 = 01; maincpu.b@C08D88 = 00

00 = stop sound, 01~25 = music

Task Force Harrier tharrier NMK maincpu.b@8001F = xx

00 = stop sound, 01~0b = music

Tecmo World Cup '90 twcup90 Tecmo maincpu.b@FCC0 = 0xXX

FF = stop sound, 12~18, 1C, 21~29 = music

Tecmo World Cup '94 twcup94 Tecmo maincpu.b@2000A1 = xx

FF = stop sound, 01~1C = music

The Amazing Adventures of Mr. F. Lea mrflea Pacific Novelty maincpu:io.b@40 = xx

81 = stop sound, 90~99 = music

Thunder Zone thndzone Data East maincpu.w@180000 = xx

01 = stop sound, 07~15 = music

Tron tron Bally Midway maincpu.b@C46C=0x02; maincpu.b@C482=0x02; maincpu.b@C483=0xXX

02 = stop sound, 21, 23, 25, 27, 38 = music

Tsurikko Penta tsupenta Konami maincpu.b@8221 = xx; maincpu.b@822d = 01

FF = stop sound, 00~04 = music, jingles

Tumble Pop tumblep Data East maincpu.w@100000 = xx

01 = stop sound, 04~010, 12~14 = music

TwinBee Yahho! tbyahhoo Konami (Konami GX) maincpu.w@C0F91E = 0xxx; maincpu.w@C0F914 = 02; maincpu.w@C0F916 = 00

100 = stop sound, 101~124 = music

USAAF Mustang mustang NMK maincpu.b@8001F = xx

00 = stop sound, 01~07, 0a~0c = music

V Goal Soccer vgoalsoc Tecmo maincpu.b@2000A1 = xx

FF = stop sound, 10~25 = music

Vendetta vendetta Konami maincpu.w@2940 = xx00; maincpu.w@28D4 = 2941; maincpu.w@28D6 = 2940

00 = stop sound, 80~93 = music

Versus Net Soccer vsnetscr Konami (Konami GX) maincpu.d@C00F02 = 0xxxFFFF; maincpu.d@C0188C = C00F00; maincpu.d@C01890 = C00F00

100 = stop sound, 101~10D = music
Note: "Number of Screens" needs to be set to 1 to enable Stereo Music.

Violent Storm viostorm Konami maincpu.d@200020 = 0020FA02; maincpu.d@200024 = 0020FA00; maincpu.w@20FA00 = xx00

FF = stop sound, D0~EB = music

Viper Phase 1 viprp1 Seibu Kaihatsu (Seibu SPI) maincpu.b@680 = 93; maincpu.b@680 = FF; maincpu.b@680 = 80; maincpu.b@680 = xx

00 = stop sound, 01~16 = music

Wild Fang wildfang Tecmo maincpu.b@7A803 = xx

FF = stop sound, 1D, 2C~3F = music

Winning Spike winspike Konami (Konami GX) maincpu.d@C00C02 = 0xxxFFFF; maincpu.d@C01060 = C00C00; maincpu.d@C01064 = C00C00

100 = stop sound, 101~117 = music

Witch witch Vic Tokai subcpu.w@FD01 = xx

D0 = stop sound, 01~09 = music

Wizard Fire wizdfire Data East maincpu.w@FE4150 = xx

01 = stop sound, 07~18 = music

World Cup Volleyball '95 wcvol95 Data East maincpu.b@136F10 = FF; maincpu.b@136F30 = xx

00 = stop sound, 05~11 = music

World PK Soccer wpksoc Jaleco (Irem M107) maincpu.ib@00 = xx

20 = stop sound, 01~19 = music

Yam! Yam! / Wise Guy yamyam, wiseguy Dooyong maincpu.b@E113 = 01; maincpu.b@E103 = xx

00 = stop sound, 01~0F, 1E~21, 32 = music

Zero Team zeroteam Seibu Kaihatsu audiocpu.w@2544 = 8xxx; audiocpu.w@2540 = 2546; audiocpu.w@2542 = 2544

2FF = stop sound, 054~072 = music

Advanced Hacks

This section contains ROM patches for playing songs/SFX, as well as hacking information like ROM/RAM offsets and sound driver RAM layouts. It involves using MAME built-in debugger to do that.

To use the debugger, just go to Command Prompt, and locate the MAME folder by using the "cd" command.

After that, type the following commands: mame -debug thegame

"thegame" means the name of your ROM. I've just basically put that for example.


The Age of Heroes: Silkroad 2

Finding the appropriate sound code for this game is more complex than usual, due to the CPU architecture that Unico used in that game, rather than using the common 68000 one.

mame -debug aoh

As fever500 figured out the hack, here's what you gonna do:
1. Insert Coin.
2. Set a breakpoint on the command line "bp 71DBC".
3. Press the Start button, and the game will instantly pause in a second. This will indicated that the breakpoint address are working fine.
4. After that, change the register by typing on the command line "L21=XX". Where "XX" is basically the value of where the sound code was.
5. Press "F5" to resume the game. The character select music should be changed in a matter of seconds.
6. After logging the game, you need to remove the "welcome sample" in the vgm afterwards. (remove 2nd OKI altogether to achieve that using 
vgm_ptch "-strip" command.)

Song values: 00~18 = Music

Mitchell-based Machines

This is for games that are supported under MAME's Mitchell driver. The general way to create a makeshift sound test is with the following:

g XXX;w@e210=0000;w@e212=fc18;pc=e210;go, where XXX represents the end of the main loop. This will freeze the game and use the RAM to write values freely.
w@e200=XX3e;b@e202=cd;w@e203=XXXX;curpc=e200, where XX is the Sound ID and XXXX is the play routine. It is important that you let the game initialize itself, so everything is working properly.

Game End of Main Loop Play Routine Sound IDs + Comments
Mahjong Gakuen 0x0bc 0x03ec 00 = stop, 20~33 = music
Mahjong Gakuen 2 0x0bb 0x03da 00 = stop, 20~40 = music
Note: Play 3d first for correct playback
Poker Ladies 0x0b7 0x04b5 00 = stop, 20~2f = music
Capcom World 0x08f 0x1610 6f = stop, 1f~64 = music
Super Marukin-Ban 0x0ba 0x05b8 00 = stop, 20~3c = music
Block Block 0x192 0x065a 3e = stop, 20~3c = music
Adventure Quiz 2: Hatena? no Daibouken 0x08f 0x20c8 5f = stop, 1f~57 = music
Quiz Sangokushi 0x121 0x0bca ee = stop, 20~ec = music

Oishii Puzzle Ha Irimasenka

w@0x203100 -> Sound ID from Sound Test Menu
b@0x20d0c8 -> Start Song = 00 / Stop Song = ff

To loop songs in the Sound Test menu, edit the byte @ 0x54128 from ff to 00 in the ss1u200.v10 ROM. Do note that you will have to restart the machine once the song plays since it won't stop.

Penguin Brothers

b@0x201ba5 -> Song ID from Sound Test Menu
saver bank#.bin,0,200000,:x1snd -> To save sound banks

Song ID Bank #
0, 2, 5, 7, 8, 12 1
3, 4 2
6, 9, 11, 13 3
1, 10 4
14 5

Penguin-Kun Wars

Insert a coin during the RAM/ROM check. Once you see the "Push 1P Button" on the screen, type g 38;w@c5ee=0000;w@c530=fc18;pc=c500;go into the debugger.
This should freeze the game and let you run code inside the RAM. Since the game plays individual tracks rather than songs, you have to create a routine yourself. Fortunately, it's simple.

Depending on the number of tracks for a song, jingle, or sfx, type the following in the debugger:
Track 1: w@c500=xx3e;b@c502=cd;w@c503=0c21;
Track 2: w@c505=xx3e;b@c507=cd;w@c508=0c21;
Track 3: w@c50a=xx3e;b@c50c=cd;w@c50d=0c21;
Track 4: w@c50f=xx3e;b@c511=cd;w@c512=0c21;

0x0c21 is the Play Track Routine and it reads the value of register A and xx is where you'll put in the track IDs to create the song. This line can be used to setup the songs, b@c501=xx;b@c506=xx;b@c50b=xx;b@c510=xx;
In order to play a different song, you have to restart the machine and repeat the process.

Valid Song IDs: 0a/0b/0c, 0d/1d/1e, 1c/1d/1e, 16/17/18/19, 25/28/29, 2a/2b/2c, 2d/2e/2f, 37/38, 40/41/42, 4a/4b/4c/14, 4f, 53/54/55