Here's some code:
`setup
sync on
sync rate 30
hide mouse
autocam off
`make a reference matrix
make matrix 1,1000,1000,5,5
`make an object to put into the memblock
make object plain 1,100,100
`make object box 1,100,100,100
`make object sphere 1,100
`make object cylinder 1,100
`make object cone 1,100
`convert to mesh and put into the memblock
make mesh from object 1,1
make memblock from mesh 1,1
`meshes use absolute vertex coordinates, so we can't position
`the object until it has already been converted
position object 1,500,100,500
`make an array to hold all the text
dim info$(((memblock dword(1,0)-1)*3)+((memblock dword(1,0)-1)*4)+33+(4*(memblock dword(1,8)-1)+(8*(memblock dword(1,16)-1))))
`from all this, the most useful thing to you will be the memblock
`positions of the data, and the data format (dword, float etc)
`these are found in the str$() bit at the end, and also the label
`added to the info array should help you understand what goes where
`you can ignore the massive expressions used for the info$ array indexes
`put the header into the array
info$(0)="Memblock size: "+str$(get memblock size(1))
info$(1)="Header..."
info$(2)="Number of vertices: "+str$(memblock dword(1,0))
info$(3)="Offset to vertices: "+str$(memblock dword(1,4))
info$(4)="Number of normals: "+str$(memblock dword(1,8))
info$(5)="Offset to normals: "+str$(memblock dword(1,12))
info$(6)="Number of faces: "+str$(memblock dword(1,16))
info$(7)="Offset to faces: "+str$(memblock dword(1,20))
info$(8)="Size of all face data: "+str$(memblock dword(1,24))
info$(9)="Offset to UV coords: "+str$(memblock dword(1,28))
`put the vertex data into the array
info$(10)="Vertices..."
for i=0 to (memblock dword(1,0)-1)
info$((i*4)+11)="Vertex "+str$(i)
info$((i*4)+12)="X coordinate: "+str$(memblock float(1,32+(i*12)+0))
info$((i*4)+13)="Y coordinate: "+str$(memblock float(1,32+(i*12)+4))
info$((i*4)+14)="Z coordinate: "+str$(memblock float(1,32+(i*12)+8))
next i
`put the normal data into the array
info$(((memblock dword(1,0)-1)*4)+15)="Normals..."
for i=0 to (memblock dword(1,8)-1)
info$(((memblock dword(1,0)-1)*4)+16+(i*4))="Normal "+str$(i)
info$(((memblock dword(1,0)-1)*4)+17+(i*4))="X coordinate: "+str$(memblock float(1,memblock dword(1,12)+(i*12)+0))
info$(((memblock dword(1,0)-1)*4)+18+(i*4))="Y coordinate: "+str$(memblock float(1,memblock dword(1,12)+(i*12)+4))
info$(((memblock dword(1,0)-1)*4)+19+(i*4))="Z coordinate: "+str$(memblock float(1,memblock dword(1,12)+(i*12)+8))
next i
`put the face data into the array
info$(((memblock dword(1,0)-1)*4)+20+(4*(memblock dword(1,8)-1))="Face data..."
for i=0 to (memblock dword(1,16)-1)
info$(((memblock dword(1,0)-1)*4)+21+(4*(memblock dword(1,8)-1)+(8*i))="Face "+str$(i)
info$(((memblock dword(1,0)-1)*4)+22+(4*(memblock dword(1,8)-1)+(8*i))="Number of vertices: "+str$(memblock dword(1,memblock dword(1,20)))
info$(((memblock dword(1,0)-1)*4)+23+(4*(memblock dword(1,8)-1)+(8*i))="Vertex index A: "+str$(memblock dword(1,memblock dword(1,20)+(i*28)+4))
info$(((memblock dword(1,0)-1)*4)+24+(4*(memblock dword(1,8)-1)+(8*i))="Normal index A: "+str$(memblock dword(1,memblock dword(1,20)+(i*28)+8))
info$(((memblock dword(1,0)-1)*4)+25+(4*(memblock dword(1,8)-1)+(8*i))="Vertex index B: "+str$(memblock dword(1,memblock dword(1,20)+(i*28)+12))
info$(((memblock dword(1,0)-1)*4)+26+(4*(memblock dword(1,8)-1)+(8*i))="Normal index B: "+str$(memblock dword(1,memblock dword(1,20)+(i*28)+16))
info$(((memblock dword(1,0)-1)*4)+27+(4*(memblock dword(1,8)-1)+(8*i))="Vertex index C: "+str$(memblock dword(1,memblock dword(1,20)+(i*28)+20))
info$(((memblock dword(1,0)-1)*4)+28+(4*(memblock dword(1,8)-1)+(8*i))="Normal index C: "+str$(memblock dword(1,memblock dword(1,20)+(i*28)+24))
next i
`put the texture coordinate data into the array
info$(((memblock dword(1,0)-1)*4)+29+(4*(memblock dword(1,8)-1)+(8*(memblock dword(1,16)-1)))="Texture coordinates..."
for i=0 to (memblock dword(1,0)-1)
info$((i*3)+((memblock dword(1,0)-1)*4)+30+(4*(memblock dword(1,8)-1)+(8*(memblock dword(1,16)-1)))="Vertex "+str$(i)
info$((i*3)+((memblock dword(1,0)-1)*4)+31+(4*(memblock dword(1,8)-1)+(8*(memblock dword(1,16)-1)))="U coordinate: "+str$(memblock float(1,memblock dword(1,28)+(i*8)+0))
info$((i*3)+((memblock dword(1,0)-1)*4)+32+(4*(memblock dword(1,8)-1)+(8*(memblock dword(1,16)-1)))="V coordinate: "+str$(memblock float(1,memblock dword(1,28)+(i*8)+4))
next i
a#=270
do
`control the text scrolling
if upkey()=1 then y#=y#-4
if downkey()=1 then y#=y#+4
if leftkey()=1 then y#=y#-10
if rightkey()=1 then y#=y#+10
if y# < -15 then y#=y#+15:yt#=yt#-1
if y# > 15 then y#=y#-15:yt#=yt#+1
if yt# < 0 then yt#=0
if yt# > ((memblock dword(1,0)-1)*3)+((memblock dword(1,0)-1)*4)+2+(4*(memblock dword(1,8)-1)+(8*(memblock dword(1,16)-1))) then yt#= ((memblock dword(1,0)-1)*3)+((memblock dword(1,0)-1)*4)+2+(4*(memblock dword(1,8)-1)+(8*(memblock dword(1,16)-1)))
`write the info text
for i=0 to 30
text 0,(i*15)-y#,info$(i+yt#)
next i
`rotate the camera around the object
a#=wrapvalue(a#+mousemovex())
position camera 500+(cos(a#)*500),200,500+(sin(a#)*500)
point camera 500,100,500
`end
sync
loop
This will convert an object to a mesh and put it into a memblock, then display all the memblock data. This should help you understand which pieces of data go where, and in what format. To display the data I used an array info$(), which unfortunately has some massive expressions to work out which array index a piece of data is to go into. You can ignore these, your main concern is what is put into the array, i.e. within the str$() command. You can use the arrowkeys to scroll through the data. You should be able to create or load any object and view its memblock, provided it isn't too high poly.
Once I was but the learner,
now, I am the Master.