Position/Coordinate Modifier (Teleporter)
Every object's location is determined by 3 floats. One for each axis. The X-coordinate determines the position along the X-axis (west and east). The Y-coordinate along the Y-axis (up and down). The Z-coordinate along the Z-axis (north and south). The value is 0x00000000 when the object is location at the zero point of one axis. If the value of all three axes is 0x00000000 the object is located in the exact center of the level. The farer the object is remote from the center the bigger the value becomes. Down from the center (mostly beneath the ground), south- and eastbound are mostly negative values. But the sign between north and south also between west and east can be flipped.
What you need to keep in mind is that the value becomes bigger the farer you are remote from the center. But how do I know where the center is?
A minimap can be really helpful. If the arrow (or any other emblem that represents the actor's position on the minimap) is in the center you can assume the character to be somewhere close to the center. But this does not work if the area is made of many parts with many minimaps just as like as Hyrule Field in many Zelda games.
In order to find one axis' address move somewhere close to the center. Choose either the X- or Z-axis and move a little bit remote from the center of one axis. Now do a 32-bit unknown/initial search. Move a little bit farer away from the center and do a greater than search. Repeat this step about 5 time. Now move back in direction to the center and do 5 less than searchers. But do NOT cross the center! To eliminate some junk results you can do equal to searches if you did not move since the last search. If you are left with less enough result you can poke some values. Poke 0x00000000 to every address which value is something between 0x40000000 and 0x48800000 or 0xC0000000 and 0xC8800000. If the actor teleports to the center (of only one axis) you have found the position modifier. The address of the Y-coordinate should be right next to the one of the X-coordinate (offset 0x04). The address of the Z-coordinate should be 0x04 away from the Y-coordinate. Sometimes the coordinates are 0x10 remote from each other (the Squid Sisters in Splatoon for instance).
But how do I find the coordinates' addresses if there's no minimap?
In racing games you can assume the center to be at or somewhere close to the start/finish line. Just do the same steps as above concerning to the start/finish line.
If you are in a free field with no minimap you might have to use a trickier method: Finding the address of the Y-coordinate.
First have a look for a place which you assume to be above the center. Now do the same steps as above concerning to the height of the hill/ladder/staircase.
Position Modifier of an object you can't control or does not move
Sometimes you might want to move an object around or simply put on another place in the level. This is absolutely possible without the need of a level editor! But how do you find the coordinates' addresses of an object you can't control or simply does not move?
I have pioneered a method for this:
First you have to find your character's coordinates' addresses. Now move your character next to the object you want to move. Change to the memory viewer and view the value of your character's coordinate. You have to have a look yourself whether it's the X- or Z-coordinate. Note the value somewhere and move to the other side of the object. Refresh the memory viewer and note the value again. Now go back to the search tab and set up a known 32-bit search. Paste the smaller of the two noted values into the search's textbox and do a greater than search. Now paste the bigger of the two value into there and do a less than search. Repeat these steps until you are left with less than 2000 results. Mark all the results on the page and poke any float between 0x00000000 and 0x45000000. If the object teleports to somewhere else you have got the right address somewhere on the results' page. Now poke another value to only a few of the results' addresses until you have found the exact address that is corresponding to the coordinate. The other coordinates' addresses should be 0x04 remote from the found one. Sometimes 0x10 or something like this.
Size Modifier
Just as like as every 3D model has 3 floats for each axis they also have 3 floats to align the size. Again one float for each axis. Stretching a 3D model along the X-axis will make it wider, along the Y-Axis will make it higher and along the Z-axis will make it longer. Each axis' float can have an individual value. They are absolutely not dependent from each other. Some of them even can be positive where other are negative.
Objects are usually loaded and rendered with a standard size of 1.0 (0x3F800000). And this is the most important reference point when it comes to hacking size modifiers.
Since one object's size's floats are stored next to each other in memory you can do 96-bit searches of 0x3F8000003F8000003F800000. But the only programs featuring such an advanced search are JGeckoU for the Wii U and Cheat Engine (string of float search) for PC.
In most cases you will have to do 32-bit searches of 0x3F800000.
Search for every value of 3F800000 and repeat this step a few times to eliminate some junk results.
Now mark about 250 results and poke 0x40000000 to their addresses. If the size of the target object changes you have found the size modifier.
What if the object's size is not 0x3f800000?
Sometimes you won't find anything. This could be because the value is not 0x3F800000. Many times you also won't have the patience to try every single address which value is 0x3F800000 especially on systems with bigger RAM (Wii U, PS3, PC). So it can be helpful finding the objects coordinates first and check out if there's anything that could align the size. This is the way I have found the Squid Sister Size Modifier for Splatoon or the Cow Size Modifier on Moo Moo Meadows for Mario Kart 8.