Converting MIDI files into a playable music application on the PlayStation Portable (PSP) involves several steps, including preparing your MIDI files, converting them into a format compatible with the PSP’s audio system, developing a homebrew application to play the music, and running it on the PSP console. Below is a detailed, step-by-step guide to help you through the process.
Homebrew Development: Running homebrew software on your PSP 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 PSP 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.
PSP Development Tools:
PSP SDK (Software Development Kit) for PSP development.
PSPSDK Toolchain: Includes compilers and libraries.
Audio Tools:
Audacity: For audio editing and conversion.
TiMidity++ or SynthFont: To convert MIDI to audio formats.
PSP Custom Firmware (CFW):
USB Cable or Memory Stick Reader:
1. Simplify the MIDI File
The PSP 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 PSP Audio Formats
The PSP supports various audio formats, including MP3, ATRAC3, WAV, and OGG Vorbis.
For homebrew applications, WAV or MP3 formats are commonly used.
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
Compress the Audio: If using MP3, choose a suitable bitrate (e.g., 128 kbps) to balance quality and file size.
Trim and Edit: Use Audacity to trim silence and adjust volume levels.
1. Install PSP SDK
The PSPSDK is required for PSP development.
Download PSPSDK:
Visit the PSPSDK GitHub Repository.
Follow the instructions to download and install the PSPSDK and toolchain.
2. Install Toolchain and Build PSPSDK
For Windows Users:
Use MinGW or Cygwin to provide a Unix-like environment.
Alternatively, use psptoolchain with MSYS2.
For macOS/Linux Users:
Open a terminal and run:
git clone https://github.com/pspdev/psptoolchain.git
cd psptoolchain
./toolchain.sh
This script will download and build the necessary tools and libraries.
Note: Building the toolchain may take some time.
3. Set Environment Variables
After installation, set the PSPDEV
environment variable to point to the installation directory.
export PSPDEV=/usr/local/pspdev
export PATH=$PATH:$PSPDEV/bin
Add these lines to your ~/.bashrc
or ~/.bash_profile
to make them persistent.
1. Create a New Project Directory
psp_music_player
).2. Set Up the Directory Structure
Inside your project directory, create the following subdirectories:
psp_music_player/
├── build/
├── 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 <pspkernel.h>
#include <pspdisplay.h>
#include <pspdebug.h>
#include <pspaudio.h>
#include <pspaudiolib.h>
#include <pspctrl.h>
#include <stdio.h>
#include <stdlib.h>
PSP_MODULE_INFO("PSP Music Player", 0, 1, 0);
PSP_MAIN_THREAD_ATTR(THREAD_ATTR_USER);
int exitCallback(int arg1, int arg2, void *common) {
sceKernelExitGame();
return 0;
}
int callbackThread(SceSize args, void *argp) {
int cbid;
cbid = sceKernelCreateCallback("Exit Callback", exitCallback, NULL);
sceKernelRegisterExitCallback(cbid);
sceKernelSleepThreadCB();
return 0;
}
int setupCallbacks(void) {
int thid = 0;
thid = sceKernelCreateThread("Update Thread", callbackThread, 0x11, 0xFA0, THREAD_ATTR_USER, 0);
if (thid >= 0) {
sceKernelStartThread(thid, 0, 0);
}
return thid;
}
int main(int argc, char *argv[]) {
pspDebugScreenInit();
setupCallbacks();
pspDebugScreenPrintf("PSP Music Player\n");
// Initialize audio
int audioChannel = sceAudioChReserve(PSP_AUDIO_NEXT_CHANNEL, PSP_AUDIO_SAMPLE_ALIGN(512), PSP_AUDIO_FORMAT_STEREO);
if (audioChannel < 0) {
pspDebugScreenPrintf("Failed to reserve audio channel.\n");
sceKernelSleepThread();
}
// Load audio file
FILE *file = fopen("ms0:/PSP/GAME/psp_music_player/assets/your_song.wav", "rb");
if (!file) {
pspDebugScreenPrintf("Failed to open audio file.\n");
sceKernelSleepThread();
}
// Skip WAV header (44 bytes)
fseek(file, 44, SEEK_SET);
// Buffer to hold audio data
short audioBuffer[512 * 2];
// Main loop
SceCtrlData ctrlData;
while (1) {
sceCtrlReadBufferPositive(&ctrlData, 1);
if (ctrlData.Buttons & PSP_CTRL_START) {
break;
}
// Read audio data
size_t read = fread(audioBuffer, sizeof(short), 512 * 2, file);
if (read == 0) {
// Restart playback
fseek(file, 44, SEEK_SET);
continue;
}
// Play audio
sceAudioOutputPannedBlocking(audioChannel, PSP_AUDIO_VOLUME_MAX, PSP_AUDIO_VOLUME_MAX, audioBuffer);
// Small delay
sceKernelDelayThread(1000);
}
// Clean up
fclose(file);
sceAudioChRelease(audioChannel);
sceKernelExitGame();
return 0;
}
Notes:
Replace the file path "ms0:/PSP/GAME/psp_music_player/assets/your_song.wav"
with the correct path if necessary.
Ensure your audio file is in the correct format (16-bit PCM WAV if using WAV).
The program plays the audio file in a loop and exits when the START button is pressed.
2. Update the Makefile
Create a Makefile
in your project directory with the following content:
TARGET = EBOOT.PBP
OBJS = src/main.o
BUILD_PRX = 1
PSP_FW_VERSION = 371
INCLUDE = -I$(PSPSDK)/include
LIBDIR =
LIBS = -lpspaudio -lpspaudiolib -lpspctrl -lpspdebug -lpspdisplay -lpspkernel
CFLAGS = $(INCLUDE) -O2 -G0 -Wall
CXXFLAGS = $(CFLAGS)
LDFLAGS =
BUILD_DIR = build
all: $(TARGET)
$(TARGET): $(OBJS)
@mkdir -p $(BUILD_DIR)
psp-gcc $(CFLAGS) $(OBJS) -o $(BUILD_DIR)/$(TARGET) $(LDFLAGS) $(LIBS)
psp-fixup-imports $(BUILD_DIR)/$(TARGET)
mkdir -p $(BUILD_DIR)/PSP/GAME/psp_music_player
cp $(BUILD_DIR)/$(TARGET) $(BUILD_DIR)/PSP/GAME/psp_music_player/EBOOT.PBP
cp -r assets $(BUILD_DIR)/PSP/GAME/psp_music_player/
clean:
rm -rf $(BUILD_DIR) src/*.o
src/%.o: src/%.c
psp-gcc $(CFLAGS) -c $< -o $@
Notes:
Adjust the PSP_FW_VERSION
if necessary.
Ensure paths and library names are correct.
3. Update File Paths
1. Open a Terminal or Command Prompt
2. Run the Build Command
make
EBOOT.PBP
file in the build/PSP/GAME/psp_music_player
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. Connect Your PSP to the Computer
Use a USB cable or Memory Stick reader.
Ensure the PSP is in USB Connection mode.
2. Copy the Application to the PSP
Copy the psp_music_player
folder from build/PSP/GAME/
to the ms0:/PSP/GAME/
directory on your PSP.
ms0:/PSP/GAME/psp_music_player/EBOOT.PBP
ms0:/PSP/GAME/psp_music_player/assets/your_song.wav
(or .mp3
)
3. Verify the File Structure
The final directory structure on your PSP should look like:
PSP/
└── GAME/
└── psp_music_player/
├── EBOOT.PBP
└── assets/
└── your_song.wav (or your_song.mp3)
1. Disconnect the PSP
2. Launch the Application
Navigate to Game > Memory Stick on your PSP.
You should see your application listed.
Select it and press X to launch.
3. Control the Application
The music should begin playing.
Press the START button to exit the application (as programmed).
Audio Format Compatibility:
If using MP3 files, you’ll need to adjust your code to use an MP3 decoding library.
For simplicity, WAV files are easier to handle but consume more storage space.
Enhancing the Application:
Add graphical elements using the PSP’s graphics libraries.
Implement user controls to play, pause, or switch tracks.
Using Libraries for Audio Playback:
Consider using libMAD for MP3 decoding.
Explore OSLib or JGE++ for additional functionality.
Testing on Emulator:
Before testing on actual hardware, you can use an emulator like PPSSPP 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:
PSP Homebrew Communities: Engage with other developers for assistance and sharing knowledge.
PSP Developer Forums: For support with development tools.
GBAtemp: gbatemp.net - A community for console homebrew and hacking.
By following these steps, you can successfully convert MIDI files into a playable music application on the PlayStation Portable:
Prepare and convert your MIDI file into an audio format compatible with the PSP.
Install PSP development tools, including PSPSDK and necessary compilers.
Set up your project structure with appropriate directories and files.
Write a homebrew application that plays your audio file on the PSP.
Configure the Makefile to compile your application.
Build your application to create an EBOOT.PBP
file.
Transfer the application to your PSP via USB or Memory Stick.
Run the homebrew application on your PSP using the Game menu.
This process allows you to experience custom music on your PSP console and provides valuable experience in homebrew development.
Disclaimer: Modifying your PlayStation Portable 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.
PSPSDK Documentation: PSPDev Wiki
PSP Programming Tutorials: Look for community-made tutorials to deepen your understanding.
Custom Firmware Installation Guides: Ensure your PSP is properly set up to run homebrew applications.