DivaScript

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DivaScript (commonly referred to as DSC) is the file format used by all the Project DIVA games for storing various commands related to Music Videos/PVs and Rhythm Game Charts.

The data inside .dsc 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, .dsc files from Project DIVA F2nd and Project DIVA X are encrypted using DIVAFILE encryption. They need to be decrypted before editing.

DSC Formats

Every Project DIVA game uses a specific DivaScript format. The exact format of a .dsc file is determined by the first 4 bytes of the file.

List of DSC Commands (Incomplete)

List of commands that can be used in FT, F, F2/X DSC formats. Format-exclusive commands are marked individually.

Command Name Definition Parameter Description Type
AGEAGE_CTRL
Controls the effect for the hair of the module "AgeAge Again".

FT: AGEAGE_CTRL(chara, parts, npr, rot_speed, skip, disp, -1, -1);

chara Character slot int
parts Hair parts to control:

0: both

1: left

2: right

enum
npr sets NPR material bool
speed Effect speed int
skip Skips 200 frames of animation. bool
disp Whether to display the effect or not. bool
BAR_TIME_SET
Sets the length of a measure.

BAR_TIME_SET(bpm, beats);

bpm Beats per minute int
beats Number of quarter note beats minus 1. eg: 3 for 4/4. int
BLOOM
Sets data from bloom pv_param.

FT, F2, X: BLOOM(id, unk);

id ID matching the data in pv_param. int
unk Unknown int
CHANGE_FIELD
Changes the field defined in pv_field/pv_db.

CHANGE_FIELD(id);

F2, X: CHANGE_FIELD(id, unk);

id ID matching the field number in pv_field or pv_db. int
CHARA_SIZE
Sets a character's scale/size.

CHARA_SIZE(chara, size);

chara Character slot int
size Character scale int
END
Ends reading of the script.

END();

HAND_SCALE
Sets the size of a character's hand.

FT: HAND_SCALE(chara, hand, scale);

chara Character slot int
hand Which hand to scale:

1: left

2: right

enum
scale Hand scale in percentage times 10; eg. for 105% use 1050 int
LYRIC
Displays a lyric from pv_db.

LYRIC(id, color);

id ID matching the number of a lyric in pv_db.

Use -1 as "disable".

int
color #AARRGGBB hex color code converted to decimal.

eg.: for a red lyric the command would be LYRIC(id, 16711680);

because Red: #00FF00000x00ff000016711680

Default: -1

int
MIKU_DISP
Shows or hides a character in a PV.

MIKU_DISP(chara, disp);

chara Character slot int
disp Whether to display the character or not. bool
MIKU_MOVE
Moves a character in 3D space in a PV.

MIKU_MOVE(chara, x, y, z);

chara Character slot int
x X coordinate int
y Y coordinate int
z Z coordinate int
MIKU_ROT
Rotates a character in a PV.

MIKU_ROT(chara, angle);

chara Character slot int
angle Angle value int
MIKU_SHADOW
Shows or hides a character's shadow in a PV.

MIKU_SHADOW(chara, disp);

chara Character slot int
disp Whether to display the character's shadow or not. bool
MODE_SELECT
Starts or ends a special chart segment, such as Chance Time.

MODE_SELECT(difficulty, mode);

difficulty Indicates under what difficulties the command will trigger in this exact script.

This value is a bit flag corresponding to a group of difficulties:

1 - Easy

2 - Normal

4 - Hard

8 - Extreme

16 - Encore

Adding the values up to each other results in a group: 6 = Hard (4) and Normal (2).

Use 31 as a universal value (works on any difficulty).

bitfield enum
mode What segment to start/end:

1 - Challenge Time (Arcade games) / Chance Time (Console games) Start

3 - Challenge Time (Arcade games) / Chance Time (Console games) End

8 - Technical Zone Start

9 - Technical Zone End

Only used by the New Classics mod:

4 - Chance Time Start

5 - Chance Time End

enum
MOVIE_CUT_CHG
Plays, shows or hides the movie defined in pv_db or a movie from movie.list in pv_db. It can be used as a fancier version of both MOVIE_DISP and MOVIE_PLAY that allows more control.

FT: MOVIE_CUT_CHG(id, disp);

id The number in movie.list of the movie to be played.

Playback starts at the moment the command is called for a newly called movie.list item. Re-calling a movie again doesn't play it from the starting position.

int
disp 1 - display the movie layer

Any other value - hide the movie layer (playback keeps going)

bool
MOVIE_DISP
Shows or hides the movie layer in a PV.

MOVIE_DISP(disp);

disp 1 - display the movie layer

Any other value - hide the movie layer (playback keeps going)

bool
MOVIE_PLAY
Starts playing the movie defined in pv_db or the first movie in movie.list in pv_db.

MOVIE_PLAY(play);

play 1 - plays the movie

Any other value doesn't do anything.

bool
MUSIC_PLAY
Starts playing the song file defined in pv_db.

MUSIC_PLAY();

PV_BRANCH_MODE
Make future DSC commands only be executed on either the Global, Fail or Success branch.

FT, F, F2, X: PV_BRANCH_MODE(branch);

branch 0 - Global (commands are executed regardless of success state)

1 - Fail (commands are executed only if the PV is in the 'failed' state)

2 - Success (commands are executed only if the PV is in the 'success' state)

enum
PV_END
Ends PV playback.

PV_END();

SATURATE
Changes color saturation in a PV.

SATURATE(amount);

amount Saturation strength on a scale from 0 to 1000:

0 - No color, perfect grayscale

1000 - Regular colors

int
SCENE_FADE
Plays a screen fade effect during PVs.

SCENE_FADE(speed, start, end, r, g, b)

speed Fade duration in seconds

eg:

1000: 1 second

800: 0.8 seconds

int
start The opacity the fade will start with

0: fully transparent

1000: fully opaque

int
end The opacity the fade will end with

0: fully transparent

1000: fully opaque

int
r Red color component scale, from 0 to 1000 int
g Green color component scale, from 0 to 1000 int
b Blue color component scale, from 0 to 1000 int
SE_EFFECT
Plays a sound effect in a PV defined in pv_db. Normally used for success scenes but not restricted to them.

FT, F, F2, X: SE_EFFECT(id);

id number of a effect_se_name_list item defined in pv_db. int
TARGET
Spawns a rhythm game note.

FT: TARGET(type, pos_x, pos_y, angle, dist, amp, freq);

F: TARGET(type, duration, is_end, pos_x, pos_y, angle, freq, dist, amp, fly_time, sig);

F2, X: TARGET(type, duration, is_end, pos_x, pos_y, angle, freq, dist, amp, fly_time, sig, hit_eff);

type ID corresponding to a note type.

Full ID list for each game on the dedicated Target page.

enum
pos_x X position of the note's target. int
pos_y Y position of the note's target. int
angle Angle of the note's path. int
distance Distance between the note's spawn position and the target's position.

Default: 300000

int
amp Amplitude of the note's path wave.

Default: 500

int
freq Frequency of the note's path wave. int
duration (for F/F2/X formats)

Sustain and Rush Note duration. Default (for notes other than Sustain and Rush): -1

DivaTime
is_end (for F/F2/X formats)

set to 1 for Sustain 'end' notes, otherwise set to -1

bool
fly_time (for F/F2/X formats)

Target Flying Time value (same format as the TARGET_FLYING_TIME command)

DivaTime
sig (for F/F2/X formats)

Time Signature

The same value that would otherwise go in BAR_TIME_SET:

Number of quarter note beats minus 1. eg: 3 for 4/4.

int
hit_eff (for F2/X formats)

Assigns a hit effect to the note based on a local ID defined in a previous TARGET_EFFECT command.

int
TARGET_FLYING_TIME
Sets the time it takes for the rhythm game notes to hit their targets.

TARGET_FLYING_TIME(flytime);

flytime time value in DivaTime DivaTime
TIME
Waits until a specified game time.

TIME(t);

t time value in DivaTime DivaTime

References

somewhatlurker's pyDIVA/pyDSC