TIM file¶
Pretty much everything else is some variation on Playstation TIM. Many files have TIM images embedded into them.
16-bit¶
All of these images use 15-bit high color with 1 bit for the STP flag.
1 |
5 |
5 |
5 |
---|---|---|---|
STP/Alpha |
Blue |
Green |
Red |
Endianness could affect the order of the bits.
STP¶
STP stands for Special Transparency Processing. You might have to ignore the STP unless the image doesn’t look correct. The playstation has modes for how to blend things.
Blend Modes¶
Mode |
Formula |
---|---|
0 |
0.5 * Back + 0.50 * Front |
1 |
1.0 * Back + 1.00 * Front |
2 |
1.0 * Back - 1.00 * Front |
3 |
1.0 * Back + 0.25 * Front |
5 bit to 8 bit¶
Header¶
Total Size: 8 bytes
Offset (bits) |
Size (bits) |
Fixed Value |
Description |
---|---|---|---|
0 |
8 |
0x10 |
Tag |
8 |
8 |
0 |
Version |
32 |
2 |
0b00, 0b10, 0b11, or 0b10 |
BPP: Bits Per Pixel |
35 |
1 |
0,1 |
CLP: Color Lookup Table Present |
Sub Header¶
Total Size: 12 bytes
Offset (bytes) |
Size (bytes) |
Description |
---|---|---|
0 |
4 |
Length |
4 |
2 |
X |
6 |
2 |
Y |
8 |
2 |
Width |
10 |
2 |
Height |
CLUT¶
Contains a Sub Header at the start of this section. Total Size: Sub_Header.length bytes This section might not exist in the file. This contains the 16 bit values of colors organized in cols and rows.
Image Data¶
Contains a Sub Header at the start of this section. Total Size: Sub_Header.length bytes
4 bpp¶
This contains the 4-bit color keys in cols and rows. You reference the CLUT to get the color. Max 16 colors.
8 bpp¶
This contains the 8-bit color keys in cols and rows. You reference the CLUT to get the color. Max 256 colors.
16 bpp¶
This contains the 16-bit values of colors organized in cols and rows.
24 bpp¶
This contains the 24-bit values of colors organized in cols and rows.