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.
Homebrew Development: Developing and using homebrew software on the PS2 is possible but involves navigating around proprietary software and hardware limitations.
Legal Compliance: Use only original music or music you have the rights to distribute. Do not use this guide for piracy or any illegal activities.
Proceed with Caution: Modifying your PS2 involves risks. Follow instructions carefully and understand each step before proceeding.
Copy Protection: The PS2 has copy protection measures that prevent it from reading unauthorized software. Running homebrew applications may require additional hardware or modifications.
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.
PS2 Development Tools:
PS2SDK: Open-source development kit for PS2 homebrew development.
EE GCC Toolchain: For compiling code for the PS2’s Emotion Engine (EE) CPU.
Audio Tools:
Audacity: For audio editing and conversion.
TiMidity++ or SynthFont: To convert MIDI to audio formats.
Emulator:
Hardware:
PlayStation 2 Console capable of running homebrew applications.
Method to Run Homebrew:
Free McBoot: A memory card exploit that allows homebrew execution.
Swap Magic or Modchip: For booting homebrew discs.
USB Drive or Network Adapter: To transfer files between your computer and the PS2.
1. Simplify the MIDI File
The PS2 can handle complex audio, but 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 PS2 Audio Formats
The PS2 supports various audio formats, including:
WAV: Uncompressed audio files.
MP3: Compressed audio files.
ADPCM: Adaptive Differential Pulse-Code Modulation.
For homebrew applications, WAV or MP3 formats are commonly used due to ease of implementation.
2. Convert MIDI to WAV or MP3 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 or MP3 with the following specifications:
Sample Rate: 44,100 Hz.
Bit Depth: 16-bit (if exporting as WAV).
Channels: Stereo (2 channels).
3. Optimize the Audio File
Trim and Edit: Use Audacity to trim silence and adjust volume levels.
Normalize Audio: Ensure consistent volume levels.
Compress the Audio: If using MP3, choose a suitable bitrate (e.g., 128 kbps) to balance quality and file size.
1. Install PS2SDK
PS2SDK is an open-source software development kit for PS2 homebrew development.
Download PS2SDK:
Visit the PS2SDK GitHub Repository.
Clone the repository using:
git clone https://github.com/ps2dev/ps2sdk.git
2. Install the EE GCC Toolchain
The PS2’s main CPU is the Emotion Engine (EE), which uses a MIPS instruction set.
Install the PS2 Toolchain:
Visit the ps2dev GitHub organization.
Clone the ps2toolchain
repository:
git clone https://github.com/ps2dev/ps2toolchain.git
Follow the instructions in the README.md
to build and install the toolchain.
cd ps2toolchain
./toolchain.sh
3. Set Environment Variables
Add the following lines to your shell profile (~/.bashrc
, ~/.bash_profile
, or equivalent):
export PS2DEV=/usr/local/ps2dev
export PS2SDK=$PS2DEV/ps2sdk
export GSKIT=$PS2DEV/gsKit
export PATH=$PATH:$PS2DEV/bin
Reload your shell profile:
source ~/.bashrc
1. Create a New Project Directory
ps2_music_player
).2. Set Up the Directory Structure
Inside your project directory, create the following subdirectories:
ps2_music_player/
├── src/
│ └── main.c
├── assets/
│ └── your_song.wav (or your_song.mp3)
├── Makefile
Copy your your_song.wav
or your_song.mp3
file into the assets
directory.
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;
}
Notes:
Replace "mass:/ps2_music_player/assets/your_song.wav"
with the correct file path.
"mass:/..."
refers to a USB drive connected to the PS2. Alternatively, you can use "host:/..."
for network loading or "cdrom0:\..."
if running from a disc.Ensure your audio file is in the correct format (16-bit PCM WAV).
This example uses the audsrv library for audio playback.
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
Notes:
Adjust the PS2SDK
paths if necessary.
Ensure that audsrv
library is correctly referenced.
3. Include Necessary Libraries
The audsrv library should be included with PS2SDK.
If not, you may need to build it from the PS2SDK samples:
cd $PS2SDK/samples/audsrv
make
1. Open a Terminal
2. Run the Build Command
make clean
make
ps2_music_player.elf
).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. Using a USB Drive
Copy the ps2_music_player.elf
file and the assets
directory to a USB drive.
The USB drive should be formatted as FAT32.
Ensure the file paths in your code match the location on the USB drive.
2. Using Network Transfer
Set up a network connection between your PC and PS2 using PS2Link or ps2client.
Transfer files over the network.
1. Using Free McBoot
Free McBoot allows you to run homebrew applications from a memory card.
Install Free McBoot on your PS2 if you haven’t already.
Place the ps2_music_player.elf
file in the BOOT
folder on your memory card or USB drive.
Use the uLaunchELF file browser to navigate to your application and launch it.
2. Using Other Methods
Swap Magic: Boot the application from a disc.
Modchip: If your PS2 has a modchip installed, you can boot homebrew applications directly.
The music should begin playing.
Press the START button on your PS2 controller to exit the application (as programmed).
Audio Format Compatibility:
Ensure your WAV file is 16-bit PCM at 44.1 kHz for compatibility with audsrv.
If using MP3 files, you need to integrate an MP3 decoding library and adjust your code accordingly.
Enhancing the Application:
Add graphical elements using gsKit or graphics synthesizer (GS) functions.
Implement user controls to play, pause, or switch tracks.
Using Libraries for Audio Playback:
Testing on Emulator:
Before testing on actual hardware, you can use an emulator like PCSX2 to test your application.
Note that emulators may not perfectly replicate hardware behavior, especially for audio.
Community Resources:
PS2 Homebrew Communities: Engage with other developers for assistance and sharing knowledge.
PS2 Developer Forums: For support with development tools.
ps2dev.org: ps2dev.org - A community for PS2 development.
By following these steps, you can successfully convert MIDI files into a playable music application on the PlayStation 2:
Prepare and convert your MIDI file into an audio format compatible with the PS2.
Install PS2 development tools, including PS2SDK and necessary compilers.
Set up your project structure with appropriate directories and files.
Write a homebrew application that plays your audio file on the PS2 using audsrv.
Configure the Makefile to compile your application.
Build your application to create an ELF file.
Transfer the application to your PS2 via USB or network.
Run the homebrew application on your PS2 using methods like Free McBoot.
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.
PS2SDK Documentation: ps2dev.org
PS2 Programming Tutorials: Look for community-made tutorials to deepen your understanding.
Custom Firmware Installation Guides: Ensure your PS2 is properly set up to run homebrew applications.
Free McBoot Installation: Guides are available online to install Free McBoot on compatible PS2 consoles.