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This is a .SGE file with a description of what each thing does.
I will try to keep it up to date with "example.SGE".
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&info&(This describes that this will be Information)
Game Name(This is the name of the game)
System Name(Snes.. Genesys.. Etc.)(This it the system this game is from)
Emulator .Ext.(Zsnes .ZS?.. Genscyst .GS?..)(This is the Emulator and File Extention)
Version(1.00.. 0.72b.. Etc.)(This is the Version of the SGE Module. "b" stands for Beta.)
Creator's Name(The Name or Handle of the person who made the SGE File)

!ifil!(This defines the next line at the Name of the Items File)
Default.itm(This is the name of the Item File)

@sepr@
Information
This is a demonstration of how the .SGE modules should work. Default.itm is the Item List used by this SGE module. This is modified from my Sim City SGE module.

@sepr@(Defines a Seperator)
Basic Examples(This is the Title)
These are some examples of the Basic Variable types in SGE.(This is what's shown)

@valu@(Defines a Variable)
int(integer)
int Variable(Title)
This modifies 1 byte. 0-255(Description)
6048(Address/Offset)
0(Ends this Variable)

@valu@
dualint(dual integer)
dualint Variable(Title)
This modifies 2 bytes in any order. 0-65535(Description)
6048|6049(Address'/Offsets)
0|0(Ends this Variable)

@valu@
tripleint(triple integer)
tripleint Variable(Title)
This modifies 3 bytes in any order. 0-16777215(Description)
6048|6049|6050(Address'/Offsets)
0|0|0(Ends this Variable)

@valu@
quadint(quadruple integer)
quadint Variable(Title)
This modifies 4 bytes in any order. 0-4294967295(Description)
6048|6049|6050|6051(Address'/Offsets)
0|0|0|0(Ends this Variable)

@valu@
byte(Bit Array)
"byte Variable, /w Comma"(Title)
"|Bit 0x01|Bit 0x02|Bit 0x04|Bit 0x08|Bit 0x10|Bit 0x20|Bit 0x40|Bit 0x80, with a Comma"(Parentheses allows descriptions that contain Commas)
65342(Address/Offset)
0(Ends this Variable)

@valu@
byte(Bit Array)
byte Variable 2(Title)
|This Bit Adds/Subtracts 1|This Bit Adds/Subtracts 2|This Bit Adds/Subtracts 4|This Bit Adds/Subtracts 8|This Bit Adds/Subtracts 16|This Bit Adds/Subtracts 32|This Bit Adds/Subtracts 64|This Bit Adds/Subtracts 128(8 Descriptions)
65342(Address/Offset)
0(Ends this Variable)

@valu@
item(Selectable Item List)
item Variable(Title)
5(Fields Used in this 
6329(Address/Offset)
0(Ends this Variable)

@sepr@
"Commas, Commas everywhere"(By having Parentheses, you can use Commas)
"If you put Parentheses around ANY Short or Long Description, you can use Commas in them. Don't forget that you can do this. It's really helpful when you're describing things.,,,,,,,,,,,,,,,. If you don't have the Parentheses, the commas will count as an Enter."(Again, Parentheses allow you to use Commas)

@sepr@
Test
This is a Test to show you how the files can look.

@valu@
int
Short Description
This is the description used to explain what the address does in detail. 3 is the actual address used when changing values in the file(0-255). The first address in a file is represented by 1 as opposed to 0.
4
0

@valu@
int
Another example of the same
int means Integer. It's a 0-255 value.
60700
0

@valu@
item
This uses only the "1" field
1
4105
0

@valu@
item
This uses field "1" and "2"
12
4106
0

@valu@
item
Uses All Fields in file
12345678
4107
0

@valu@
item
Uses all possible fields
1234567890ABCDEFGHIJKZ!@#$%^&*()
4108
0

@valu@
item
Have Bank and/or View(Refitted from Sim City)
9
3579
0

@valu@
int
Population
255=Tons. Allows you to upgrade city Normally. Lasts about 1 second.(You may want to add some information on what the best number is... like the 255=Tons... or 63=All...if all the "All" values are used then you get "All" of that thing.)
6046
0

@valu@
int
Population
79=Tons. Allows you to upgrade city Normally. Lasts about 1 second.
6047
0

@valu@
int
Population
171=Tons. Allows you to upgrade city Normally. Lasts about 1 second.
6048
0

@sepr@
List Editors
These use the item list to specify conditions. The "Already Got" values allow you to get another of that item or not get it at all... The Upgrade House value seems to allow you to upgrade every "Your House" on the map and increase their property value.(You may want to seperate certain things...but how you organise it is totally up to you.)

@valu@
item
Already Got Bank(This uses 
6
6333
0

@valu@
item
Already Got M. Statue
6
6353
0

@valu@
item
Upgrade House
7
6365
0

!ikey!
Unused Key 1(This list is searched before the !ifil_ list.)
Unused Key 2(By having this here, the "fields" will have 2 of each "Items" to choose from.)
Unused Key 3(Remove the !ifil_ at the top and you'll read from here. Remove)
Unused Key 4(this and it willOnly read from the file. This takes precidence over)
Unused Key 5(the !ifil_. Key Names are read from here only if you have both.)
Unused Key 6(Gotten/Not)
Unused Key 7(Upgrade/Not)
Unused Key 8(Bank & View)
Unused Key 9
Unused Key 10
Unused Key 11
Unused Key 12
Unused Key 13
Unused Key 14
Unused Key 15
Unused Key 16
Unused Key 17
Unused Key 18
Unused Key 19
Unused Key 20
Unused Key 21
Unused Key 22
Unused Key 23
Unused Key 24
Unused Key 25
Unused Key 26
Unused Key 27
Unused Key 28
Unused Key 29
Unused Key 30
Unused Key 31
Unused Key 32
Unused Key 33
Unused Key 34
Unused Key 35
Unused Key 36
Unused Key 37
Unused Key 38
Unused Key 39
Unused Key 40
Unused Key 41
Unused Key 42
Unused Key 43
Unused Key 44
Unused Key 45

!item!
Unused Item 1 Set "1"
0
1

!item!
Unused Item 2 Set "1"
1
1

!item!
Unused Item 3 Set "1"
2
1

!item!
Unused Item 4 Set "1"
3
1

!item!
Unused Item 1 Set "2"
0
2

!item!
Unused Item 2 Set "2"
1
2

!item!
Unused Item 1 Set "3"
0
3

!item!
Unused Item 2 Set "3"
1
3

!item!
Unused Item 1 Set "4"
0
4

!item!
Unused Item 2 Set "4"
1
4

!item!
Unused Item 3 Set "4"
2
4

!item!
Unused Item 4 Set "4"
3
4

!item!
Unused Item 1 Set "5"
0
5

!item!
Unused Item 2 Set "5"
1
5

!item!
Unused Item 3 Set "5"
2
5

!item!
Unused Item 4 Set "5"
3
5

!item!
Unused Item 5 Set "5"
4
5

!item!
Unused Item 6 Set "5"
5
5

!item!
Not Gotten
0
6

!item!
Gotten
1
6

!item!
Don't Upgrade
0
7

!item!
Upgrade
1
7

!item!
Have Neither
0
9

!item!
Have Bank
1
9

!item!
Have View
2
9

!item!
Have Bank and View
3
9
