TIM Image: Difference between revisions
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=== Format Specifications === | === Format Specifications === | ||
'''4BPP and 8BPP''' | |||
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'''16BPP and 24BPP''' | |||
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Revision as of 08:59, 19 October 2020
TIM
- Format Type : Image
- Endian Order : Little Endian
Format Specifications
4BPP and 8BPP
// TIM file format (4BPP and 8BPP)
//header
4 bytes (uint32) - magic // "\x10\x00\x00\x00"
4 bytes (uint32) - version // "\x00\x00\x00\x00" 4BPP (no CLUT)
// "\x01\x00\x00\x00" 8BPP (no CLUT)
// "\x08\x00\x00\x00" 4BPP
// "\x09\x00\x00\x00" 8BPP
4 bytes (uint32) - size of CLUT + 12
2 bytes (uint16) - palette memory address X
2 bytes (uint16) - palette memory address Y
2 bytes (uint16) - number of colors in each CLUT
2 bytes (uint16) - number of CLUTs
//CLUT block (this is optional block)
num_of_CLUTs *
{
CLUT data // 32 bytes per CLUT
}
//second header
4 bytes (uint32) - size of image data + 12
2 bytes (uint16) - image memory address X
2 bytes (uint16) - image memory address Y
2 bytes (uint16) - image width / 4
2 bytes (uint16) - image height
//data
x bytes - image data
16BPP and 24BPP
// TIM file format (16BPP and 24BPP)
//header
4 bytes (uint32) - magic // "\x10\x00\x00\x00"
4 bytes (uint32) - version // "\x02\x00\x00\x00" 16BPP
// "\x03\x00\x00\x00 24BPP
4 bytes (uint32) - Size of image data + 12
2 bytes (uint16) - image memory address X
2 bytes (uint16) - image memory address Y
2 bytes (uint16) - width
2 bytes (uint16) - height
//data
x bytes - image data
MultiEx BMS Script
Not written yet.
Notes and Comments
- TIM is graphics file format used in many PlayStation 1 games.
- CLUT stands for "Color LookUp Table". It is simply a color palette.
Compatible Programs
- PSXIMGTS
- TIM Collection 1.0
- TIM Utility
- tim2bmp
- TIMConv
- TIMedit
- Semi trans Tool
- tim2view
- TIMmay
- TimRipper
- TimViewer
- GIMP + TIM Plugin
- Adobe Photoshop + TIM Plugin