A single integer is only 4 bytes. A memblock is more akin to an array, and can have as many bytes as you like.
If you have a memblock with 12 bytes, for example, you can put an integer, a float and two characters (in whatever order you like).
When you read it back, you just have to make sure you read it in the right order, otherwise the information will all be gibberish. That means that as long as you put information in in the correct format, DarkGDK will be able to read it in the right order and do something useful with it.
The DBPro help files give you examples of the formatting you should use with memblocks for certain in-game entities, like objects and images.
But the point here is, that memblocks can take up as much memory as you want. Infact, doing "dbMakeMemblock(1, 12);" is a bit like doing "char *memblock = new char[12];" (since chars take up one byte each).
"everyone forgets a semi-colon sometimes." - Phaelax