Leftmost is irrelevant, the screens always start at 0,0, even if there's not CAM allocated for these. And sometimes the collision data overflows the actual size, and in other times there are some unallocated columns of screens in the end. It might be hard coded, but there might be some number that represents the width or height. I'll try to see if I can find something like that.
Edit: Using a tool I made to split and recombine BND files I've split MIPATH. It seems that the object array size cannot be changed. I believe we're missing something between the collision mask array to the object array. Also, after the object array come 440 bytes of data. I have no clue what they do, but it seems essential, despite being mostly FFs.
Edit 2: Thanks to the knowledge of the games mechanics I've learned, I've found a funny bug! In the first level of AE, go to the second screen, say "Hello, fellow me" to the Mudokon, and move the the next screen (down). Continue in the usual path until you get to the "Hop" sign. Stand by it for a minute or two. Then, continue to the next screen (up). The Mudokon should be in the right side of the road blocker now.