That's MAKE OBJECT PLAIN/PLANE from my plug-ins
FVF values are made by adding values together to create a definition of the data that is held for each vertex. Here are the values in #constant format:
#constant FVF_XYZ = 0x002
#constant FVF_XYZRHW = 0x004
#constant FVF_XYZB1 = 0x006
#constant FVF_XYZB2 = 0x008
#constant FVF_XYZB3 = 0x00a
#constant FVF_XYZB4 = 0x00c
#constant FVF_XYZB5 = 0x00e
#constant FVF_NORMAL = 0x010
#constant FVF_PSIZE = 0x020
#constant FVF_DIFFUSE = 0x040
#constant FVF_SPECULAR = 0x080
#constant FVF_TEX0 = 0x000
#constant FVF_TEX1 = 0x100
#constant FVF_TEX2 = 0x200
#constant FVF_TEX3 = 0x300
#constant FVF_TEX4 = 0x400
#constant FVF_TEX5 = 0x500
#constant FVF_TEX6 = 0x600
#constant FVF_TEX7 = 0x700
#constant FVF_TEX8 = 0x800
Then if you want a vertex to have position, 1 texture, a normal and a colour (diffuse), you add FVF_XYZ, FVF_NORMAL, FVF_DIFFUSE and FVF_TEX1 together, giving a hex value of 0x152, or 338, which is what DBPro used to use. Remove the FVF DIFFUSE and you get 274, which it uses now.
If you end up using a memblock to create meshes, then the order of the data is from lowest value to highest value (ie 338 specifies the data in the order FVF_XYZ, FVF_NORMAL, FVF_DIFFUSE and FVF_TEX1). If you don't use memblocks (I don't any more, since I
added plug-in commands to create object from scratch), then you don't need to worry about the order.