DivaScript
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.
AGEAGE_CTRL
Controls the effect for the hair of the module "AgeAge Again".
FT: AGEAGE_CTRL(chara, side, unk1, scale, unk2, unk3, -1, -1);
| Parameter | Description | Type |
|---|---|---|
| chara | Character slot | int |
| side | Side to control:
|
enum |
| unk1 | Unknown | int |
| scale | Effect scale | int |
| unk2 | Unknown | int |
| unk3 | Unknown | int |
BAR_TIME_SET
Sets the length of a measure.
BAR_TIME_SET(bpm, beats);
| Parameter | Description | Type |
|---|---|---|
| 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);
| Parameter | Description | Type |
|---|---|---|
| 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);
| Parameter | Description | Type |
|---|---|---|
| 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);
| Parameter | Description | Type |
|---|---|---|
| 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);
| Parameter | Description | Type |
|---|---|---|
| chara | Character slot | int |
| hand | Which hand to scale:
|
enum |
| scale | Hand scale in percentage times 10; eg. for 105% use 1050
|
int |
LYRIC
Displays a lyric from pv_db.
LYRIC(id, color);
| Parameter | Description | Type |
|---|---|---|
| id | ID matching the number of a lyric in pv_db.
Use |
int |
| color | #AARRGGBB hex color code converted to decimal.
eg.: for a red lyric the command would be because Red: Default: |
int |
MIKU_DISP
Shows or hides a character in a PV.
MIKU_DISP(chara, disp);
| Parameter | Description | Type |
|---|---|---|
| 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);
| Parameter | Description | Type |
|---|---|---|
| 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);
| Parameter | Description | Type |
|---|---|---|
| chara | Character slot | int |
| angle | Angle value | int |
MIKU_SHADOW
Shows or hides a character's shadow in a PV.
MIKU_SHADOW(chara, disp);
| Parameter | Description | Type |
|---|---|---|
| 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);
| Parameter | Description | Type |
|---|---|---|
| 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:
Adding the values up to each other results in a group: Use |
bitfield enum |
| mode | What segment to start/end:
Only used by the New Classics mod:
|
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);
| Parameter | Description | Type |
|---|---|---|
| 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 |
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);
| Parameter | Description | Type |
|---|---|---|
| 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);
| Parameter | Description | Type |
|---|---|---|
| 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);
| Parameter | Description | Type |
|---|---|---|
| branch | 0 - Global (commands are executed regardless of success state)
|
enum |
PV_END
Ends PV playback.
PV_END();
SATURATE
Changes color saturation in a PV.
SATURATE(amount);
| Parameter | Description | Type |
|---|---|---|
| amount | Saturation strength on a scale from 0 to 1000:
|
int |
SCENE_FADE
Plays a screen fade effect during PVs.
SCENE_FADE(speed, start, end, r, g, b)
| Parameter | Description | Type |
|---|---|---|
| speed | Fade duration in seconds
eg:
|
int |
| start | The opacity the fade will start with
|
int |
| end | The opacity the fade will end with
|
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);
| Parameter | Description | Type |
|---|---|---|
| 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);
| Parameter | Description | Type |
|---|---|---|
| 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: |
int |
| amp | Amplitude of the note's path wave.
Default: |
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): |
DivaTime |
| is_end | (for F/F2/X formats)
set to |
bool |
| fly_time | (for F/F2/X formats)
Target Flying Time value (same format as the TARGET_FLYING_TIME command) |
int |
| sig | (for F/F2/X formats)
Signature Doesn't affect gameplay. |
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);
| Parameter | Description | Type |
|---|---|---|
| flytime | time value in DivaTime | DivaTime |
TIME
Waits until a specified game time.
TIME(t);
| Parameter | Description | Type |
|---|---|---|
| t | time value in DivaTime | DivaTime |
References
somewhatlurker's pyDIVA/pyDSC
