Converting MIDI files into a playable music application on the Nintendo 3DS involves several steps, including preparing your MIDI files, converting them into a format compatible with the 3DS’s audio system, developing a homebrew application to play the music, and running it on the 3DS console. Below is a detailed, step-by-step guide to help you through the process.
Homebrew Applications: Running homebrew software on your Nintendo 3DS may void your warranty and could potentially harm your console if not done correctly.
Legal Compliance: Ensure all activities comply with local laws. Do not use this guide for piracy or any illegal activities.
Proceed with Caution: Modifying your Nintendo 3DS involves risks. Follow instructions carefully and understand each step before proceeding.
Before you begin, ensure you have the following:
A MIDI file that you wish to convert.
A computer capable of running the necessary software (Windows, macOS, or Linux).
Basic knowledge of programming concepts and command-line operations.
Nintendo 3DS Development Tools:
DevkitPro with devkitARM for 3DS development.
Libctru library for 3DS homebrew applications.
Audio Libraries:
Homebrew-Enabled Nintendo 3DS:
SD Card:
1. Simplify the MIDI File
While the 3DS can handle complex audio, optimizing your MIDI file can improve performance.
Use a MIDI editor to adjust instrument assignments, tempos, and channels as needed.
Recommended MIDI Editors:
Anvil Studio (Windows)
MuseScore (Windows, macOS, Linux)
LMMS (Windows, macOS, Linux)
1. Understand 3DS Audio Formats
The 3DS supports various audio formats, including WAV and raw PCM.
Since MIDI files are sequences of instructions rather than actual audio, they need to be converted to an audio format.
2. Convert MIDI to WAV Format
Recommended Tools:
TiMidity++: Converts MIDI files to WAV.
SynthFont (Windows): Renders MIDI files using soundfonts.
Steps to Convert:
Open your MIDI file in the chosen software.
Select a high-quality soundfont for realistic instrument sounds.
Export the file as a WAV with the following specifications:
Sample Rate: 32,000 Hz or 48,000 Hz.
Bit Depth: 16-bit.
Channels: Stereo (2 channels).
1. Download and Install DevkitPro with DevkitARM
Visit the DevkitPro Getting Started page.
Download the appropriate installer for your operating system.
During installation, select Nintendo 3DS Development Tools (devkitARM).
Ensure that the installation path is correctly set, and the environment variables are configured.
2. Install Libctru Library
1. Homebrew-Enable Your 3DS
Note: Modifying your 3DS may void your warranty.
Follow a reputable guide to install custom firmware (CFW) on your 3DS.
Important: Use legitimate methods and avoid any software that circumvents copy protection.
2. Prepare an SD Card
Use the SD card in your 3DS to transfer files.
Ensure it is formatted to FAT32.
1. Create Project Directories
On your computer, create a new directory for your 3DS project.
Inside, create subdirectories like source
for source code and sound
for your audio files.
2. Place Audio Files
your_song.wav
) into the sound
directory.1. Create main.c
in the source
Directory
#include <3ds.h>
#include <stdio.h>
#include <string.h>
#include "audio.h"
int main(int argc, char* argv[])
{
// Initialize services
gfxInitDefault();
consoleInit(GFX_TOP, NULL);
printf("Playing audio...\nPress START to exit.\n");
// Initialize audio system
if (!audioInit())
{
printf("Failed to initialize audio.\n");
goto exit;
}
// Load and play audio
if (!audioPlay("sdmc:/sound/your_song.wav"))
{
printf("Failed to play audio.\n");
goto exit_audio;
}
// Main loop
while (aptMainLoop())
{
hidScanInput();
u32 kDown = hidKeysDown();
if (kDown & KEY_START) break;
gspWaitForVBlank();
}
// Cleanup
audioStop();
exit_audio:
audioExit();
exit:
gfxExit();
return 0;
}
2. Create audio.h
in the source
Directory
#ifndef AUDIO_H
#define AUDIO_H
#include <3ds.h>
#include <stdbool.h>
bool audioInit(void);
bool audioPlay(const char* filePath);
void audioStop(void);
void audioExit(void);
#endif
3. Create audio.c
in the source
Directory
#include "audio.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define SAMPLE_RATE 48000
#define BUFFER_SIZE 0x6000
static ndspWaveBuf waveBuf;
static u8* audioBuffer = NULL;
static bool isPlaying = false;
bool audioInit(void)
{
ndspInit();
return true;
}
bool audioPlay(const char* filePath)
{
FILE* file = fopen(filePath, "rb");
if (!file)
{
printf("Could not open file: %s\n", filePath);
return false;
}
// Skip WAV header (44 bytes)
fseek(file, 44, SEEK_SET);
// Allocate buffer
audioBuffer = linearAlloc(BUFFER_SIZE);
if (!audioBuffer)
{
printf("Failed to allocate audio buffer.\n");
fclose(file);
return false;
}
// Read audio data
size_t size = fread(audioBuffer, 1, BUFFER_SIZE, file);
fclose(file);
if (size == 0)
{
printf("No audio data read.\n");
linearFree(audioBuffer);
return false;
}
// Configure NDSP
ndspChnReset(0);
ndspChnSetInterp(0, NDSP_INTERP_LINEAR);
ndspChnSetRate(0, SAMPLE_RATE);
ndspChnSetFormat(0, NDSP_FORMAT_STEREO_PCM16);
// Set up wave buffer
memset(&waveBuf, 0, sizeof(ndspWaveBuf));
waveBuf.data_vaddr = audioBuffer;
waveBuf.nsamples = size / 4; // 2 channels * 16-bit samples
waveBuf.looping = false;
DSP_FlushDataCache(audioBuffer, size);
ndspChnWaveBufAdd(0, &waveBuf);
isPlaying = true;
return true;
}
void audioStop(void)
{
if (isPlaying)
{
ndspChnWaveBufClear(0);
if (audioBuffer)
{
linearFree(audioBuffer);
audioBuffer = NULL;
}
isPlaying = false;
}
}
void audioExit(void)
{
audioStop();
ndspExit();
}
Notes:
This code assumes the WAV file is 16-bit stereo PCM at 48 kHz.
It reads the audio data into a buffer and plays it using the NDSP service.
Makefile
in your project directory.Sample Makefile:
#---------------------------------------------------------------------------------
# Project Details
#---------------------------------------------------------------------------------
TARGET := your_app_name
BUILD := build
SOURCES := source
INCLUDES := include
ROMFS :=
#---------------------------------------------------------------------------------
# Compiler Flags
#---------------------------------------------------------------------------------
CFLAGS := -g -Wall -O2
CXXFLAGS := $(CFLAGS)
ASFLAGS := $(CFLAGS)
LDFLAGS :=
LIBS := -lctru
#---------------------------------------------------------------------------------
# Build Rules
#---------------------------------------------------------------------------------
include $(DEVKITPRO)/3dsrules
#---------------------------------------------------------------------------------
# Set include paths
#---------------------------------------------------------------------------------
CFLAGS += $(INCLUDE) -I$(DEVKITPRO)/libctru/include
CXXFLAGS += $(INCLUDE) -I$(DEVKITPRO)/libctru/include
Adjust the Makefile:
Replace your_app_name
with your desired application name.
Ensure paths to DevkitPro and libraries are correct.
1. Open a Terminal or Command Prompt
2. Run the Make Command
make
.3dsx
file in the build
directory.3. Troubleshooting
If errors occur, check:
Paths to the compiler and tools.
Proper inclusion of header files and libraries.
That all necessary libraries are installed.
1. Copy Files to SD Card
Place the compiled .3dsx
file into the /3ds/your_app_name/
directory on your SD card.
Copy your_song.wav
to the /sound/
directory on the SD card root.
2. Directory Structure
SD Card Root/
├── 3ds/
│ └── your_app_name/
│ └── your_app_name.3dsx
└── sound/
└── your_song.wav
1. Insert the SD Card into the 3DS
2. Launch the Homebrew Launcher
3. Run the Application
Select your application from the list and launch it.
Your music should begin playing.
4. Control the Application
Audio Quality Optimization:
Ensure your WAV file matches the sample rate and format expected by your code.
Use 16-bit stereo PCM WAV files at 48 kHz for compatibility.
Enhancing the Application:
Add graphical elements using Citro2D or Citro3D libraries.
Implement user controls to play, pause, or switch tracks.
Testing on Emulator:
Before testing on actual hardware, you can use an emulator like Citra to test your application.
Note that emulators may not perfectly replicate hardware behavior, especially for audio.
Legal Considerations:
Only use music that you have the rights to distribute.
Be cautious of licensing when using soundfonts or samples.
Community Resources:
DevkitPro Forums: For support with development tools.
GBAtemp: gbatemp.net - A community for console homebrew and hacking.
3DS Homebrew Communities: Engage with other developers for assistance and sharing knowledge.
By following these steps, you can successfully convert MIDI files into a playable music application on the Nintendo 3DS:
Prepare and convert your MIDI file into a WAV audio format compatible with the 3DS.
Install 3DS development tools, including DevkitPro and necessary libraries.
Set up your project structure with appropriate directories and files.
Write a homebrew application that plays your audio file on the 3DS.
Configure the Makefile to compile your application.
Build your application to create a .3dsx
file.
Prepare the SD card with the necessary files and directory structure.
Run the homebrew application on your Nintendo 3DS using the Homebrew Launcher.
This process allows you to experience custom music on your 3DS console and provides insight into homebrew development.
Disclaimer: Modifying your Nintendo 3DS console and running homebrew applications can void your warranty and may be illegal in some jurisdictions. Always ensure you are complying with local laws and do not engage in piracy or distribute copyrighted material.