Dunno how it'll be in your version, my version's quite old, I'd use this bit of code to create a FVF338 memblock of the object.
rem make a primative
make object cube <object number>, <size>
rem convert to fvf 338
convert object fvf <object number>, 338
rem make mesh from primative
make mesh from object <mesh number>, <object number>
rem make memblock from said mesh
make memblock from mesh <memblock number>, <mesh number>
FVF stands for flexible vertex format and is a way in which the vaious information associated with the vertecies can be stored. 338 is a a good one to use as it deals with the information that you're most likely to want to play with and is the one covered in the help files
IIRC the help files layout quite well how an fvf 338 memblock is organised but just incase this is how to read (and write) one.
offset:type:meaning:value
header
0 : DWORD : FVFformat : 338
4 : DWORD : FVFsize the size in bites of each vertex : 36(for fvf338)
8 : DWORD : number of vertices in mesh : 36 for a cube
next comes the vertex elements, each one is constructed as follows, each group of three vertices makes up a poly
NB. this info only applies to FVF 338
+0 : FLOAT : X position
+4 : FLOAT : Y position
+8 : FLOAT : Z position
+12 : FLOAT : X component of normal vector
+16 : FLOAT : Y component of normal vector
+20 : FLOAT : Z component of normal vector
+24 : DWORD : colour of vertex (diffuse) - I'm not too hot on lighting dunno how this works
+28 : FLOAT : U texturing coord
+32 : FLOAT : V texturing coord