Appendix, not a preset pack#
The recovered wiki includes visual-option pages and very large raw-code archives. This page preserves how to reason about them without dumping giant code lists into the public manual or implying that one global display/code preset fits every game.
Widescreen family#
$WIDESCREEN, $ULTRA_WIDESCREEN, and $EYEFINITY are geometry/projection hacks. They can widen 3D scenes, but they do not repair 2D backgrounds, menus, fonts, HUD elements, prerendered screens, or every camera assumption a game makes.
| Command | Intended shape | Do not expect |
|---|---|---|
$WIDESCREEN | 16:9-style GTE/FOV adjustment. | Automatic HUD, text, menu, or 2D background correction. |
$ULTRA_WIDESCREEN | Wider projection variant; older docs may contain spelling drift. | Proof that a given game is safe without testing. |
$EYEFINITY | Extreme multi-display-style projection experiment. | A practical default for normal CRT, HDMI, or component setups. |
Smoothing and scanlines#
$SMOOTH#
Enables POPS texture smoothing behavior. It is a visual preference and can make some 2D art look less crisp.
$SCANLINES#
Adds a scanline effect. Treat it as a display/aesthetic setting, not as a compatibility fix.
Screenshot pages#
The old wiki preserved visual comparison pages. They are useful for understanding the effect, but the public site does not need to mirror every screenshot to document the command.
D2LS and digital-mode behavior#
$D2LS means left stick as D-pad. The recovered D2LS page ties the code family to PS2 Controller Remapper output and to games or controllers that need digital-style input behavior.
- Use
$D2LSper game, not globally. - Try
$D2LS_ALTonly when the normal command does not behave correctly for that title/controller path. - For DS3 module experiments, keep
$D2LSin the game'sCHEATS.TXTand the IRX modules in the POPS folder. - If a game already expects analog behavior, forcing digital mapping can create new input bugs.
PS1 RAW and PS2 RAW code archives#
The recovered wiki includes huge PS1 RAW and PS2 RAW code archives. They are valuable as an index, but copying them wholesale into every page would make the manual worse: too large to search usefully, too easy to misapply, and too detached from game revision/region context.
- Identify the exact game ID, region, and disc revision before using a code.
- Prefer a PS2 RAW code that is already documented for POPStarter/POPS when one exists.
- Treat PS1 RAW codes as source material that may need conversion, master-code handling, or timing changes.
- Use
$SAFEMODEwhen applying raw cheat/code lines inCHEATS.TXT. - Test one code group at a time so a bad code does not get mistaken for a bad VCD or bad storage setup.
- Record the source archive, code title, game ID, and observed result in any compatibility note.
Code archive rule#
Raw codes are not compatibility modes. A wrong raw code can boot to black screen, corrupt runtime state, or hide the actual issue. Keep the Cheat Engine page as the operating manual and use this appendix as archive guidance.