TIM (PlayStation graphics)
Dexvertbot (Talk | contribs) m (Change telparia.com samples link to template) |
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unsigned long magic; /* Constant = 0x10 */ | unsigned long magic; /* Constant = 0x10 */ | ||
unsigned long type; | unsigned long type; | ||
− | unsigned long offset; /* allways Size of Clut data | + | unsigned long offset; /* allways Size of Clut data 12 */ |
unsigned short Palette Org X; | unsigned short Palette Org X; | ||
unsigned short Palette Org Y; | unsigned short Palette Org Y; | ||
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* {{CdTextfilesURL|pcgamesexe/pcge199902/RE2/COMMON/DATU/}} | * {{CdTextfilesURL|pcgamesexe/pcge199902/RE2/COMMON/DATU/}} | ||
* {{CdTextfilesURL|pcgamesexe/pcge199902/RE2/PL0/EMD0/}} | * {{CdTextfilesURL|pcgamesexe/pcge199902/RE2/PL0/EMD0/}} | ||
− | * | + | * {{DexvertSamples|image/tim}} |
== Resources == | == Resources == |
Latest revision as of 02:56, 28 December 2023
TIM, or PSX TIM, is an uncompressed raster image file format associated with the Sony PlayStation family of video game consoles.
It supports 4- and 8-bit paletted images, and 15- and 24-bit full color images.
See also TIM2.
Contents |
[edit] Identification
Files begin with (hex) bytes 10 00 00 00
.
[edit] Structure
This content was first retrieved from the Internet Archive's Wayback Machine for the date 2017-11-03 from the following URL: https://web.archive.org/web/20171103172802/http://rewiki.regengedanken.de/wiki/.TIM
A TIM file contains one uncompressed bitmap. It starts with this header:
typedef struct { unsigned long magic; /* Constant = 0x10 */ unsigned long type; unsigned long offset; /* allways Size of Clut data 12 */ unsigned short Palette Org X; unsigned short Palette Org Y; unsigned short palette_colors; unsigned short nb_palettes; } tim_header_t;
-
type
can be:-
0x08
for 4 bits paletted images -
0x09
for 8 bits paletted images -
0x02
for 16 bits true-colour images.
-
-
offset
is an offset to start of image data. -
nb_palettes
is the number of palettes stored in the file, each palette havingpalette_colors
colors.
[edit] Palettes
In the case of paletted images, palettes are following the header in the file. Each color is coded in a 16-bits RGB value, which format is A1B5G5R5. There are 'palette_colors'*'nb_palettes' values stored.
[edit] Image header
After the optionnal palettes, come the image header. The width is in 16bit words, it means the real width in pixel is width*4
for 4-bits paletted images, width*2
for 8-bits paletted images and width
for 16-bits paletted images.
typedef struct { unsigned short width; /* Width of image in 16-bits words */ unsigned short height; /* Height of image in pixels */ } tim_size_t;
[edit] Image data
- 4 bits images: Each pixel is stored in 4 bits (so 2 pixels per byte), bits 7-4 for first pixel, and bits 3-0 for second pixel. The value is an index in a palette stored in the beginning of the file.
- 8 bits images: Each pixel is stored in a byte, which is an index in a palette stored in the beginning of the file.
- 16 bits images: Each pixel is in A1B5G5R5 format.
[edit] Software
[edit] Sample files
- http://cd.textfiles.com/cdaction/cdaction20a/HORR/USA/ {DATA,EFFSPR,ITEM_M2}/*.TIM
- http://cd.textfiles.com/pcgamesexe/pcge199902/RE2/COMMON/DATU/
- http://cd.textfiles.com/pcgamesexe/pcge199902/RE2/PL0/EMD0/
- dexvert samples — image/tim