It looks fairly self expletory to me, make a small app to pack your resources and then use the resulting file in your game, no need to study memblocks (altho it cant hurt)
I would have thought, just replace the function names, tag name and file path to suit your project, all the functions look the same the source code is there if in doubt
Untested!
#import_plugin LzmaPlugin As archive // Import the plugin into the your project
#constant ARCHIVENAME "archive.bin"
#constant PASSWORD "mypassword"
// Create the archive.
archiveID as integer
archiveID = archive.OpenToWrite(ARCHIVENAME, PASSWORD)
if archiveID
archive.SetItemFromObjectMesh (archiveID, "object.mesh", "myObject.fbx")
endif
archive.Close(archiveID)
// Read from the archive
objectID as integer
archiveID = archive.OpenToRead(ARCHIVENAME, PASSWORD)
if archiveID
objectID = archive.GetItemAsMeshObject (archiveID, "object.mesh")
endif
archive.Close(archiveID)
Edit:
Yup, just look at the function headers
extern "C" DLL_EXPORT int GetItemAsMeshObject(int archiveID, char *itemName)
extern "C" DLL_EXPORT int SetItemFromObjectMesh(int archiveID, char *itemName, const unsigned int objectID, const unsigned int meshIndex)
this would be
archive.SetItemFromObjectMesh (archiveID, "object.mesh", myObjectID, MeshIndex)