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PlayStation 2 Release Guide

Converting MIDI files into a playable music application on the PlayStation 2 (PS2) involves several steps, including preparing your MIDI files, converting them into a format compatible with the PS2’s audio system, developing a homebrew application to play the music, and running it on the PS2 console. Below is a detailed, step-by-step guide to help you through the process.



Prerequisites

Before you begin, ensure you have the following:


Step 1: Prepare Your MIDI File

1. Simplify the MIDI File

Recommended MIDI Editors:


Step 2: Convert MIDI Files to Audio Format

1. Understand PS2 Audio Formats

2. Convert MIDI to WAV or MP3 Format

Recommended Tools:

Steps to Convert:

3. Optimize the Audio File


Step 3: Set Up the PS2 Development Environment

1. Install PS2SDK

2. Install the EE GCC Toolchain

3. Set Environment Variables


Step 4: Set Up Your PS2 Homebrew Project

1. Create a New Project Directory

2. Set Up the Directory Structure


Step 5: Write the Homebrew Application

1. Create main.c in the src Directory

#include <tamtypes.h>
#include <kernel.h>
#include <sifrpc.h>
#include <loadfile.h>
#include <debug.h>
#include <audsrv.h>
#include <fileio.h>
#include <stdlib.h>
#include <stdio.h>

int main(int argc, char *argv[]) {
    init_scr();

    scr_printf("Initializing...\n");

    // Initialize the SIF RPC system
    SifInitRpc(0);

    // Initialize audsrv library
    if (audsrv_init() != 0) {
        scr_printf("Failed to initialize audsrv\n");
        return 1;
    }

    // Set volume (0 - 100)
    audsrv_set_volume(100);

    // Open the audio file
    int fd = fioOpen("mass:/ps2_music_player/assets/your_song.wav", O_RDONLY);
    if (fd < 0) {
        scr_printf("Failed to open audio file\n");
        audsrv_quit();
        return 1;
    }

    // Get file size
    fioLseek(fd, 0, SEEK_END);
    int file_size = fioLseek(fd, 0, SEEK_CUR);
    fioLseek(fd, 44, SEEK_SET); // Skip WAV header (44 bytes)

    // Allocate buffer
    int buffer_size = 2048;
    char *buffer = memalign(64, buffer_size);

    // Main loop
    scr_printf("Playing audio...\nPress START to exit.\n");

    while (1) {
        // Read data from file
        int bytes_read = fioRead(fd, buffer, buffer_size);
        if (bytes_read <= 0) {
            // Restart playback
            fioLseek(fd, 44, SEEK_SET);
            continue;
        }

        // Play audio
        int ret = audsrv_wait_audio(buffer, bytes_read);
        if (ret != 0) {
            scr_printf("Audio buffer overflow\n");
        }

        // Check for START button to exit
        struct padButtonStatus buttons;
        padRead(0, 0, &buttons);
        unsigned short btns = ~buttons.btns;
        if (btns & PAD_START) {
            break;
        }
    }

    // Clean up
    free(buffer);
    fioClose(fd);
    audsrv_quit();

    scr_printf("Exiting...\n");
    SleepThread();
    return 0;
}

2. Update the Makefile

Create a Makefile in your project directory with the following content:

EE_BIN = ps2_music_player.elf
EE_OBJS = src/main.o

# Libraries
EE_LIBS = -laudsrv -lfileXio -lmc -lhdd -lpad -ldebug -lps2sdk

# Include Paths
I_OPTS = -I$(PS2SDK)/samples/audsrv

# Compiler Flags
EE_CFLAGS += -Wall -O2 -G0 -ffast-math $(I_OPTS)
EE_LDFLAGS +=

all: $(EE_BIN)

clean:
	rm -f $(EE_BIN) $(EE_OBJS)

run:
	ps2client -h 192.168.0.10 execee host:$(EE_BIN)

reset:
	ps2client -h 192.168.0.10 reset

include $(PS2SDK)/samples/Makefile.pref
include $(PS2SDK)/samples/Makefile.eeglobal

3. Include Necessary Libraries


Step 6: Build the Homebrew Application

1. Open a Terminal

2. Run the Build Command

make clean
make

3. Troubleshooting


Step 7: Transfer the Application to the PS2

1. Using a USB Drive

2. Using Network Transfer


Step 8: Run the Homebrew Application on Your PS2

1. Using Free McBoot

2. Using Other Methods


Step 9: Control the Application


Additional Tips


Summary

By following these steps, you can successfully convert MIDI files into a playable music application on the PlayStation 2:

  1. Prepare and convert your MIDI file into an audio format compatible with the PS2.

  2. Install PS2 development tools, including PS2SDK and necessary compilers.

  3. Set up your project structure with appropriate directories and files.

  4. Write a homebrew application that plays your audio file on the PS2 using audsrv.

  5. Configure the Makefile to compile your application.

  6. Build your application to create an ELF file.

  7. Transfer the application to your PS2 via USB or network.

  8. Run the homebrew application on your PS2 using methods like Free McBoot.

  9. Control the application using the PS2 controller.

This process allows you to experience custom music on your PlayStation 2 console and provides valuable experience in homebrew development.


Disclaimer: Modifying your PlayStation 2 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.


Appendix: Additional Resources