I've done some researching on Playball, and have given up, so I'll feed forum readers with information that might be useful or might create new ideas.
There is definately another chip inside this cartridge, which has a register mapped to 0xbfff. By debugging, I found out that at least the following samples are played when [x] is being written to 0xbfff:
x=sound
---------
00="strike"
01="ball"
02="foul"
03="safe"
04="out"
05=a sound when you start the game
06=the sound when you hit the ball with your bat
07=the ball is cought by the man behind the batter
08="game set" (end of game)
09=the men can walk freely after the batter gets hit by the ball
0a=the batter gets hit by the ball
(maybe there's more but i've not found any)
I've asked Bas to have a look at his Playball cartridge (it has a transparant cover), and he found no other ROM inside it, but 1 ROM and a lot of electronics. I've searched inside the ROM image for sound samples, and they're most likely not in there; I've converted it to 1, 2, 3, 4, 5, 6, 7, and 8 bit, signed and unsigned sound samples with different offsets, but none of the results had any speech in it. Atarulum has confirmed that the ROM image is a good dump by the way.
This is the source-code of the sample playing subroutine in the game:
0ac2 f5 push af
0ac3 3affbf ld a,($bfff)
0ac6 cb47 bit 0,a
0ac8 280b jr z,$0ad5 ; (+$0b)
0aca f1 pop af
0acb 32ffbf ld ($bfff),a
0ace 32ffbf ld ($bfff),a
0ad1 32ffbf ld ($bfff),a
0ad4 c9 ret
0ad5 f1 pop af
0ad6 c9 ret
It checks bit 0 of 0xbfff, and if it's nonzero, it will write the value of register a, the sound request, to 0xbfff. I have no idea why it writes 3 times.
The working of this register can now be assumed:
[note 1] if a sample is being played (the soundchip is busy), and bit 0 will be reset
[note 2] if a byte is written to that register, it will play a sound
Either this cartridge has an external ROM which contains the sounds. Or the sounds are being played with discrete circuitry, which I highly doubt.
I've made a sound test program, to test [note 1] and [note 2], and to make recording of these sounds possible:
10 CLEAR200,&HD000:SCREEN,,0

EFUSR0=&HD000
20 DATA f5,3e,d4,cd,3b,01,3e,00,cd,c2,4a,3e,f0,cd,3b,01,f1,c9
30 RESTORE20:FORI=&HD000TO&HD011:READA$

OKEI,VAL("&h"+A$)

O=PO+VAL("&h"+A$):NEXT
40 INPUT"sound ";A%

OKE&HD007,A%

=USR0(0):GOTO 40
This program calls the Playball sound-play subroutine. It should work with the Playball cartridge in slot 1, and RAM in slot 3. To run it, you need to insert the cartridge after the MSX has started up. So if anyone is not too careful (since you need to insert the cartridge after the MSX has booted), it would be nice to test this program, and maybe even record the sounds by connecting the MSX audio-out to the PC line-in.