int main_thread(SceSize args, void *argp)
{
SceCtrlData pad;
while(1) // loop is required so buttons get checked more than ONCE
{
sceCtrlReadBufferPositive(&pad, 1); // update the var inside the loop
if(pad.Buttons & PSP_CTRL_CROSS)
{
PSP_CTRL_SELECT;
}
sceKernelDelayThread(100000);// don't use processor for around 1/10 of a second
}
return 0;
}
Obvs PSP_CTRL_SELECT; is wrong, i dont know how to do it.
Better yet, write the bits to another variable so you don't overwrite the values you got from the controller, since this would mess up if you then tried to remap the Select button to something else.