Well, I made a GameShark code that should allow you to print the value of X, Y, Z, or T in place of your current Gil, but it's a bit unwieldy, and about halfway through, I decided I would only finish it because I'd already gone to the trouble of starting it, heh. Here:
L1 - X, L2 - Y, R1 - Z, R2 - T
8009D264 0000
C009AC5C 0004
C2074F34 0004
8009D260 0000
C009AC5C 0001
C2074F38 0004
8009D260 0000
C009AC5C 0008
C2074F3C 0004
8009D260 0000
C009AC5C 0002
C2074F9A 0002
8009D260 0000
Values will be displayed in decimal, so you'll have to convert to hex, then convert from little endian to big endian. If preferred, you could always eliminate the step of endian-ness conversion by replacing the 4, 4, 4, and 2-byte Copy Bytes codes with 16 individual 1-byte Copy Bytes codes, arranged in the right order.
Two immediate problems (aside from the ridiculous hassle this would be to use in the first place) are that some values are so large they run into the word "Gil" and become unreadable, and some emulators don't seem to support the C0 and C2 code types properly.
If you'd rather just keep track of a single variable (X, or Y, or whatever) at a time, simply do something like:
C2074F34 0004
8009D260 0000
...which will force your gil to always reflect your X coordinate.
Using gil as a storage point is just what I came up with on the spot. Anything else would do, as long as there's an easy way to convert it to hex (so, Time would be a bad choice).
At this point, it looks like it would be easier for PSX modders to just use an emulator with a live debugger, (pSX, for example), and just monitor the addresses I mentioned a few posts earlier for their values at a given spot.