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	<title>DivaDocs - User contributions [en]</title>
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		<title>DivaScript</title>
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		<updated>2025-12-09T15:10:12Z</updated>

		<summary type="html">&lt;p&gt;2400:CB00:27:1000:E907:45B7:43AF:2768: /* List of DSC Commands (Incomplete) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;DivaScript&#039;&#039; (commonly referred to as &#039;&#039;DSC&#039;&#039;) is the file format used by all the &#039;&#039;Project DIVA&#039;&#039; games for storing various commands related to Music Videos/PVs and Rhythm Game Charts.&lt;br /&gt;
&lt;br /&gt;
The data inside &amp;lt;code&amp;gt;.dsc&amp;lt;/code&amp;gt; files is stored in a binary format. This means that they can not be edited with a text editor and instead require specialized programs that can decode them such as [[DSC Studio]] or [[ScriptEditor]]. Additionally, &amp;lt;code&amp;gt;.dsc&amp;lt;/code&amp;gt; files from &#039;&#039;Project DIVA F2nd&#039;&#039; and &#039;&#039;Project DIVA X&#039;&#039; are encrypted using DIVAFILE encryption. They need to be decrypted before editing.&lt;br /&gt;
&lt;br /&gt;
== DSC Formats ==&lt;br /&gt;
Every &#039;&#039;Project DIVA&#039;&#039; game uses a specific DivaScript format. The exact format of a &amp;lt;code&amp;gt;.dsc&amp;lt;/code&amp;gt; file is determined by the first 4 bytes of the file.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|}&amp;lt;!-- Needs an actual list of all the formats and their DSC headers. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== List of DSC Commands &#039;&#039;(Incomplete)&#039;&#039; ==&lt;br /&gt;
List of commands that can be used in FT, F, F2/X DSC formats. Format-exclusive commands are marked individually.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Command Name&lt;br /&gt;
!Definition&lt;br /&gt;
!Parameter&lt;br /&gt;
!Description&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;AGEAGE_CTRL&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Controls the effect for the hair of the module &amp;quot;AgeAge Again&amp;quot;.&lt;br /&gt;
FT: &amp;lt;code&amp;gt;AGEAGE_CTRL(chara, parts, npr, rot_speed, skip, disp, -1, -1);&amp;lt;/code&amp;gt;&lt;br /&gt;
|chara&lt;br /&gt;
|Character slot&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|parts&lt;br /&gt;
|Hair parts to control:&lt;br /&gt;
&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;: both&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;: left&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;: right&lt;br /&gt;
|enum&lt;br /&gt;
|-&lt;br /&gt;
|npr&lt;br /&gt;
|sets NPR material&lt;br /&gt;
|bool&lt;br /&gt;
|-&lt;br /&gt;
|speed&lt;br /&gt;
|Effect speed&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|skip&lt;br /&gt;
|Skips 200 frames of animation.&lt;br /&gt;
|bool&lt;br /&gt;
|-&lt;br /&gt;
|disp&lt;br /&gt;
|Whether to display the effect or not.&lt;br /&gt;
|bool&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;BAR_TIME_SET&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sets the length of a measure.&lt;br /&gt;
&amp;lt;code&amp;gt;BAR_TIME_SET(bpm, beats);&amp;lt;/code&amp;gt;&lt;br /&gt;
|bpm&lt;br /&gt;
|Beats per minute&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|beats&lt;br /&gt;
|Number of quarter note beats minus 1. eg: &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; for 4/4.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;BLOOM&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sets data from &amp;lt;code&amp;gt;bloom&amp;lt;/code&amp;gt; pv_param.&lt;br /&gt;
FT, F2, X: &amp;lt;code&amp;gt;BLOOM(id, unk);&amp;lt;/code&amp;gt;&lt;br /&gt;
|id&lt;br /&gt;
|ID matching the data in pv_param.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|unk&lt;br /&gt;
|Unknown&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;h6&amp;gt;CHANGE_FIELD&amp;lt;/h6&amp;gt;&lt;br /&gt;
|Changes the field defined in &amp;lt;code&amp;gt;pv_field&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;pv_db&amp;lt;/code&amp;gt;.&lt;br /&gt;
&amp;lt;code&amp;gt;CHANGE_FIELD(id);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
F2, X: &amp;lt;code&amp;gt;CHANGE_FIELD(id, unk);&amp;lt;/code&amp;gt;&lt;br /&gt;
|id&lt;br /&gt;
|ID matching the field number in &amp;lt;code&amp;gt;pv_field&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;pv_db&amp;lt;/code&amp;gt;.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;CHARA_SIZE&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sets a character&#039;s scale/size.&lt;br /&gt;
&amp;lt;code&amp;gt;CHARA_SIZE(chara, size);&amp;lt;/code&amp;gt;&lt;br /&gt;
|chara&lt;br /&gt;
|Character slot&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|size&lt;br /&gt;
|Character scale&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;h6&amp;gt;END&amp;lt;/h6&amp;gt;&lt;br /&gt;
|Ends reading of the script.&lt;br /&gt;
&amp;lt;code&amp;gt;END();&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
====== EDIT_BLUSH ======&lt;br /&gt;
|Sets a character&#039;s facial effect&lt;br /&gt;
&amp;lt;code&amp;gt;EDIT_BLUSH(id);&amp;lt;/code&amp;gt;&lt;br /&gt;
|id&lt;br /&gt;
|Character facial effect&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;HAND_SCALE&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sets the size of a character&#039;s hand.&lt;br /&gt;
FT: &amp;lt;code&amp;gt;HAND_SCALE(chara, hand, scale);&amp;lt;/code&amp;gt;&lt;br /&gt;
|chara&lt;br /&gt;
|Character slot&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|hand&lt;br /&gt;
|Which hand to scale:&lt;br /&gt;
&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;: left&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;: right&lt;br /&gt;
|enum&lt;br /&gt;
|-&lt;br /&gt;
|scale&lt;br /&gt;
|Hand scale in percentage times 10; eg. for &amp;lt;code&amp;gt;105%&amp;lt;/code&amp;gt; use &amp;lt;code&amp;gt;1050&amp;lt;/code&amp;gt;&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;LYRIC&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Displays a lyric from &amp;lt;code&amp;gt;pv_db&amp;lt;/code&amp;gt;.&lt;br /&gt;
&amp;lt;code&amp;gt;LYRIC(id, color);&amp;lt;/code&amp;gt;&lt;br /&gt;
|id&lt;br /&gt;
|ID matching the number of a lyric in &amp;lt;code&amp;gt;pv_db&amp;lt;/code&amp;gt;.&lt;br /&gt;
Use &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt; as &amp;quot;disable&amp;quot;.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|color&lt;br /&gt;
|&amp;lt;code&amp;gt;#AARRGGBB&amp;lt;/code&amp;gt; hex color code converted to decimal.&lt;br /&gt;
eg.: for a red lyric the command would be &amp;lt;code&amp;gt;LYRIC(id, 16711680);&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
because Red: &amp;lt;code&amp;gt;#00FF0000&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;0x00ff0000&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;16711680&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Default: &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt;&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;MIKU_DISP&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Shows or hides a character in a PV.&lt;br /&gt;
&amp;lt;code&amp;gt;MIKU_DISP(chara, disp);&amp;lt;/code&amp;gt;&lt;br /&gt;
|chara&lt;br /&gt;
|Character slot&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|disp&lt;br /&gt;
|Whether to display the character or not.&lt;br /&gt;
|bool&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;MIKU_MOVE&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Moves a character in 3D space in a PV.&lt;br /&gt;
&amp;lt;code&amp;gt;MIKU_MOVE(chara, x, y, z);&amp;lt;/code&amp;gt;&lt;br /&gt;
|chara&lt;br /&gt;
|Character slot&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|x&lt;br /&gt;
|X coordinate&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|y&lt;br /&gt;
|Y coordinate&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|z&lt;br /&gt;
|Z coordinate&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;MIKU_ROT&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Rotates a character in a PV.&lt;br /&gt;
&amp;lt;code&amp;gt;MIKU_ROT(chara, angle);&amp;lt;/code&amp;gt;&lt;br /&gt;
|chara&lt;br /&gt;
|Character slot&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|angle&lt;br /&gt;
|Angle value&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;MIKU_SHADOW&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Shows or hides a character&#039;s shadow in a PV.&lt;br /&gt;
&amp;lt;code&amp;gt;MIKU_SHADOW(chara, disp);&amp;lt;/code&amp;gt;&lt;br /&gt;
|chara&lt;br /&gt;
|Character slot&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|disp&lt;br /&gt;
|Whether to display the character&#039;s shadow or not.&lt;br /&gt;
|bool&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;MODE_SELECT&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Starts or ends a special chart segment, such as Chance Time.&lt;br /&gt;
&amp;lt;code&amp;gt;MODE_SELECT(difficulty, mode);&amp;lt;/code&amp;gt;&lt;br /&gt;
|difficulty&lt;br /&gt;
|Indicates under what difficulties the command will trigger in this exact script.&lt;br /&gt;
This value is a bit flag corresponding to a group of difficulties:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; - Easy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; - Normal&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; - Hard&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; - Extreme&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;16&amp;lt;/code&amp;gt; - Encore&lt;br /&gt;
&lt;br /&gt;
Adding the values up to each other results in a group: &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt; = Hard (4) and Normal (2).&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;code&amp;gt;31&amp;lt;/code&amp;gt; as a universal value (works on any difficulty).&lt;br /&gt;
|bitfield enum&lt;br /&gt;
|-&lt;br /&gt;
|mode&lt;br /&gt;
|What segment to start/end:&lt;br /&gt;
&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; - Challenge Time (Arcade games) / Chance Time (Console games) Start&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; - Challenge Time (Arcade games) / Chance Time (Console games) End&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;8&amp;lt;/code&amp;gt; - Technical Zone Start&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; - Technical Zone End&lt;br /&gt;
&lt;br /&gt;
Only used by the [https://divamodarchive.com/post/169 New Classics mod]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt; - Chance Time Start&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;5&amp;lt;/code&amp;gt; - Chance Time End&lt;br /&gt;
|enum&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;MOVIE_CUT_CHG&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Plays, shows or hides the movie defined in &amp;lt;code&amp;gt;pv_db&amp;lt;/code&amp;gt; or a movie from &amp;lt;code&amp;gt;movie_list&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;pv_db&amp;lt;/code&amp;gt;. It can be used as a fancier version of both &amp;lt;code&amp;gt;MOVIE_DISP&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;MOVIE_PLAY&amp;lt;/code&amp;gt; that allows more control.&lt;br /&gt;
FT: &amp;lt;code&amp;gt;MOVIE_CUT_CHG(id, disp);&amp;lt;/code&amp;gt;&lt;br /&gt;
|id&lt;br /&gt;
|The number in &amp;lt;code&amp;gt;movie_list&amp;lt;/code&amp;gt; of the movie to be played.&lt;br /&gt;
Playback starts at the moment the command is called for a newly called &amp;lt;code&amp;gt;movie_list&amp;lt;/code&amp;gt; item. Re-calling a movie again doesn&#039;t play it from the starting position.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|disp&lt;br /&gt;
|&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; - display the movie layer&lt;br /&gt;
Any other value - hide the movie layer (playback keeps going)&lt;br /&gt;
|bool&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;h6&amp;gt;MOVIE_DISP&amp;lt;/h6&amp;gt;&lt;br /&gt;
|Shows or hides the movie layer in a PV.&lt;br /&gt;
&amp;lt;code&amp;gt;MOVIE_DISP(disp);&amp;lt;/code&amp;gt;&lt;br /&gt;
|disp&lt;br /&gt;
|&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; - display the movie layer&lt;br /&gt;
Any other value - hide the movie layer (playback keeps going)&lt;br /&gt;
|bool&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;h6&amp;gt;MOVIE_PLAY&amp;lt;/h6&amp;gt;&lt;br /&gt;
|Starts playing the movie defined in &amp;lt;code&amp;gt;pv_db&amp;lt;/code&amp;gt; or the first movie in &amp;lt;code&amp;gt;movie_list&amp;lt;/code&amp;gt; in &amp;lt;code&amp;gt;pv_db&amp;lt;/code&amp;gt;.&lt;br /&gt;
&amp;lt;code&amp;gt;MOVIE_PLAY(play);&amp;lt;/code&amp;gt;&lt;br /&gt;
|play&lt;br /&gt;
|&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; - plays the movie&lt;br /&gt;
Any other value doesn&#039;t do anything.&lt;br /&gt;
|bool&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;h6&amp;gt;MUSIC_PLAY&amp;lt;/h6&amp;gt;&lt;br /&gt;
|Starts playing the song file defined in &amp;lt;code&amp;gt;pv_db&amp;lt;/code&amp;gt;.&lt;br /&gt;
&amp;lt;code&amp;gt;MUSIC_PLAY();&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;h6&amp;gt;PV_BRANCH_MODE&amp;lt;/h6&amp;gt;&lt;br /&gt;
|Make future DSC commands only be executed on either the &amp;lt;code&amp;gt;Global&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Fail&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Success&amp;lt;/code&amp;gt; branch.&lt;br /&gt;
FT, F, F2, X: &amp;lt;code&amp;gt;PV_BRANCH_MODE(branch);&amp;lt;/code&amp;gt;&lt;br /&gt;
|branch&lt;br /&gt;
|&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; - Global (commands are executed regardless of success state)&lt;br /&gt;
&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; - Fail (commands are executed only if the PV is in the &#039;failed&#039; state)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; - Success (commands are executed only if the PV is in the &#039;success&#039; state)&lt;br /&gt;
|enum&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;h6&amp;gt;PV_END&amp;lt;/h6&amp;gt;&lt;br /&gt;
|Ends PV playback.&lt;br /&gt;
&amp;lt;code&amp;gt;PV_END();&amp;lt;/code&amp;gt;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;h6&amp;gt;SATURATE&amp;lt;/h6&amp;gt;&lt;br /&gt;
|Changes color saturation in a PV.&lt;br /&gt;
&amp;lt;code&amp;gt;SATURATE(amount);&amp;lt;/code&amp;gt;&lt;br /&gt;
|amount&lt;br /&gt;
|Saturation strength on a scale from 0 to 1000:&lt;br /&gt;
&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; - No color, perfect grayscale&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1000&amp;lt;/code&amp;gt; - Regular colors&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;SCENE_FADE&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; |Plays a screen fade effect during PVs.&lt;br /&gt;
&amp;lt;code&amp;gt;SCENE_FADE(duration, start, end, r, g, b)&amp;lt;/code&amp;gt;&lt;br /&gt;
|duration&lt;br /&gt;
|Fade duration in milliseconds&lt;br /&gt;
eg:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1000&amp;lt;/code&amp;gt;: 1 second&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;800&amp;lt;/code&amp;gt;: 0.8 seconds&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|start&lt;br /&gt;
|The opacity the fade will start with&lt;br /&gt;
&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;: fully transparent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1000&amp;lt;/code&amp;gt;: fully opaque&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|end&lt;br /&gt;
|The opacity the fade will end with&lt;br /&gt;
&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;: fully transparent&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;1000&amp;lt;/code&amp;gt;: fully opaque&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|r&lt;br /&gt;
|Red color component scale, from 0 to 1000&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|g&lt;br /&gt;
|Green color component scale, from 0 to 1000&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|b&lt;br /&gt;
|Blue color component scale, from 0 to 1000&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;h6&amp;gt;SE_EFFECT&amp;lt;/h6&amp;gt;&lt;br /&gt;
|Plays a sound effect in a PV defined in &amp;lt;code&amp;gt;pv_db&amp;lt;/code&amp;gt;. Normally used for success scenes but not restricted to them.&lt;br /&gt;
FT, F, F2, X: &amp;lt;code&amp;gt;SE_EFFECT(id);&amp;lt;/code&amp;gt;&lt;br /&gt;
|id&lt;br /&gt;
|number of a &amp;lt;code&amp;gt;effect_se_name_list&amp;lt;/code&amp;gt; item defined in &amp;lt;code&amp;gt;pv_db&amp;lt;/code&amp;gt;.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |&lt;br /&gt;
&amp;lt;h6&amp;gt;TARGET&amp;lt;/h6&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |Spawns a rhythm game note.&lt;br /&gt;
FT: &amp;lt;code&amp;gt;TARGET(type, pos_x, pos_y, angle, dist, amp, freq);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
F: &amp;lt;code&amp;gt;TARGET(type, duration, is_end, pos_x, pos_y, angle, freq, dist, amp, fly_time, sig);&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
F2, X: &amp;lt;code&amp;gt;TARGET(type, duration, is_end, pos_x, pos_y, angle, freq, dist, amp, fly_time, sig, hit_eff);&amp;lt;/code&amp;gt;&lt;br /&gt;
|type&lt;br /&gt;
|ID corresponding to a note type.&lt;br /&gt;
Full ID list for each game on the dedicated [[Target]] page.&lt;br /&gt;
|enum&lt;br /&gt;
|-&lt;br /&gt;
|pos_x&lt;br /&gt;
|X position of the note&#039;s target.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|pos_y&lt;br /&gt;
|Y position of the note&#039;s target.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|angle&lt;br /&gt;
|Angle of the note&#039;s path.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|distance&lt;br /&gt;
|Distance between the note&#039;s spawn position and the target&#039;s position.&lt;br /&gt;
Default: &amp;lt;code&amp;gt;300000&amp;lt;/code&amp;gt;&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|amp&lt;br /&gt;
|Amplitude of the note&#039;s path wave.&lt;br /&gt;
Default: &amp;lt;code&amp;gt;500&amp;lt;/code&amp;gt;&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|freq&lt;br /&gt;
|Frequency of the note&#039;s path wave.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|duration&lt;br /&gt;
|(for F/F2/X formats)&lt;br /&gt;
Sustain and Rush Note duration.&lt;br /&gt;
Default (for notes other than Sustain and Rush): &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt;&lt;br /&gt;
|DivaTime&lt;br /&gt;
|-&lt;br /&gt;
|is_end&lt;br /&gt;
|(for F/F2/X formats)&lt;br /&gt;
set to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; for Sustain &#039;end&#039; notes, otherwise set to &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt;&lt;br /&gt;
|bool&lt;br /&gt;
|-&lt;br /&gt;
|fly_time&lt;br /&gt;
|(for F/F2/X formats)&lt;br /&gt;
Target Flying Time value (same format as the TARGET_FLYING_TIME command)&lt;br /&gt;
|DivaTime&lt;br /&gt;
|-&lt;br /&gt;
|sig&lt;br /&gt;
|(for F/F2/X formats)&lt;br /&gt;
Time Signature&lt;br /&gt;
&lt;br /&gt;
The same value that would otherwise go in &amp;lt;code&amp;gt;BAR_TIME_SET&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
Number of quarter note beats minus 1. eg: &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; for 4/4.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|hit_eff&lt;br /&gt;
|(for F2/X formats)&lt;br /&gt;
Assigns a hit effect to the note based on a local ID defined in a previous TARGET_EFFECT command.&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;h6&amp;gt;TARGET_FLYING_TIME&amp;lt;/h6&amp;gt;&lt;br /&gt;
|Sets the time it takes for the rhythm game notes to hit their targets.&lt;br /&gt;
&amp;lt;code&amp;gt;TARGET_FLYING_TIME(flytime);&amp;lt;/code&amp;gt;&lt;br /&gt;
|flytime&lt;br /&gt;
|time value in milliseconds&lt;br /&gt;
|int&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;h6&amp;gt;TIME&amp;lt;/h6&amp;gt;&lt;br /&gt;
|Waits until a specified game time.&lt;br /&gt;
&amp;lt;code&amp;gt;TIME(t);&amp;lt;/code&amp;gt;&lt;br /&gt;
|t&lt;br /&gt;
|time value in DivaTime&lt;br /&gt;
|DivaTime&lt;br /&gt;
|}&amp;lt;!-- Please keep all the commands in alphabetical order!! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= References =&lt;br /&gt;
somewhatlurker&#039;s [https://github.com/somewhatlurker/pydiva/blob/dsc/pydiva/pydsc_op_db.py pyDIVA/pyDSC]&lt;/div&gt;</summary>
		<author><name>2400:CB00:27:1000:E907:45B7:43AF:2768</name></author>
	</entry>
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