The 8 bytes after the "debug menu lighting" value seem to be RGBA values, perhaps used as constants in the TEV unit?

Also, what you labeled as "model code" is actually vertex flags. They seem to come directly from the GX library values (in general, they are 1<<vtx_attr_type ::

http://libogc.devkitpro.org/group__vtxattr.html):

VertexAttributes:

00000001 - GX_VA_PTNMTXIDX //seems to be for transformation matrices

00000002 - GX_VA_TEX0MTXIDX //unused?

00000004 - GX_VA_TEX1MTXIDX //unused?

00000008 - GX_VA_TEX2MTXIDX //unused?

00000010 - GX_VA_TEX3MTXIDX //unused?

00000020 - GX_VA_TEX4MTXIDX //unused?

00000040 - GX_VA_TEX5MTXIDX //unused?

00000080 - GX_VA_TEX6MTXIDX //unused?

00000100 - GX_VA_TEX7MTXIDX //unused?

00000200 - GX_VA_POS

00000400 - GX_VA_NRM

00000800 - GX_VA_CLR0

00001000 - GX_VA_CLR1 //unused?

00002000 - GX_VA_TEX0

00004000 - GX_VA_TEX1

00008000 - GX_VA_TEX2

00010000 - GX_VA_TEX3 //unused?

00020000 - GX_VA_TEX4 //unused?

00040000 - GX_VA_TEX5 //unused?

00080000 - GX_VA_TEX6 //unused?

00100000 - GX_VA_TEX7 //unused?

00200000 - GX_POSMTXARRAY //unused?

00400000 - GX_NRMMTXARRAY //unused?

00800000 - GX_TEXMTXARRAY //unused?

01000000 - GX_LIGHTARRAY //unused?

02000000 - GX_VA_NBT //seems to be for transformation matrices

One last thing, the constant of 0x30 after texture entries does not occur in Super Monkey Ball GMA files for some reason.