Usually, that kind of stunt nowadays is done by using the lowest significant bits and masking them off when dereferencing the pointer, trading off for a higher alignment (so 4 bits gives you 16-byte alignment).
The PS1 also happens to have RAM aliasing, because there's not enough RAM to cover the entire decoding window for the RAM. I don't know the details, but I've seen PS1 executables setting their stack pointer to the end of the devkit's 8 MiB of RAM and yet they work on retail units, because it ends up at the end of the retail's 2 MiB of RAM. So theoretically, you could stuff bits in there too (and without messing with different memory regions with different cache behaviors).
You can see this on many consoles, iirc it basically just boils down to some address pins not being connected anywhere, so whatever the pins are set to doesn't matter as they're just out in the air so to say.