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While these don't *have* to be oam entries, their placement in the file makes them likely. For the longer sets, I manually checked them to see whether the result of interpreting them as oam "made sense". (data that doesn't tends to give a number of affine/mode params, and paletteNum entries that aren't commonly applied.) - These were also checked for a certain level of regularity. I suspect these may have been there at one point, and were overwritten with one or more shorter OAM collections at some point in their process of building the games. These have been taged as gUnusedSpriteSets to distinguish them from the other entries.