Well, I took a quick look at the source for CyberDogs and I have bad news, bad news and more bad news:
The author specifically says that you may not do something with the game as a whole, or the graphics. Now I think that he could be sweet talked into changing his mind (assuming he answers his emails).
Second, the source is all Pascal. Not a good candidate for C/C++ porting, but not impossible (p2c is a popular choice among Linux users, and is probably available for Cygwin too -- it makes your Pascal code into C code that is compilable).
The sounds are all in a proprietary support library format, and the graphics are in a proprietary support library format. Not the end of the world, but you'll have to write a translation layer that provides the missing functions, interfacing to a PSP library instead (maybe based on SDL + SDL_mixer would be easiest) to provide the graphics and sounds. From the docs, it looks like the pre-converted music is in MOD tracker format (which SDL_mixer supports nicely) so that's in your favour at least.
Overall a challenging porting job. I'd recommend writing some native C/C++ apps first, to get a feel for the toolchain methodology. Maybe some SDL stuff too.
Now to jump slightly outside of my experience, I'd say that a Lua port (since Lua is a lot like Pascal), with totally new graphics and sounds, is always an option.
Not that it is anything magical, you could look at my source for ideas of SDL, and native code complexity (
http://www.adamcon.org/~dmwick/psp/). The port of OpenGladiator is a mid 90's DOS based game that was SDLized by a team of others for me..
- HardHat
I'm not only a user, I'm also a developer.
My PSP Projects (Including a port of the Open Gladiator RPG).