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PlayStation Texture (TIM)
The native texture format of the PS1.
The TIM format is the standard image file format for the Sony PlayStation (PSX/PS1) console. It stores textures, sprites, and background images in a way that maps directly to the console's VRAM (Video RAM).
A TIM file contains a header (identifying the bits-per-pixel: 4-bit, 8-bit, 16-bit, or 24-bit) followed by optional CLUT (Color LookUp Table) data and then the pixel data. 4-bit and 8-bit modes use palettes. It includes 'STP' bits (Special Transparency Processing) which handled the PS1's unique semi-transparency modes.
Released in 1994 with the PlayStation SDK. It was the format for Final Fantasy VII backgrounds, Metal Gear Solid textures, and thousands of other games.
Icon File
A generic, often ambiguous extension for icon resources.
The `.icon` file extension is a generic identifier for icon images. Unlike the strictly defined `.ico` (Windows Icon), `.icon` is often used in Unix/Linux environments or by tools like ImageMagick as a catch-all alias for various icon formats (including Sun Icon, XBM, or simply renamed ICO files). It is not a standardized format itself but a convention for naming icon resources.
The internal structure of an `.icon` file depends entirely on what created it. It might be a standard Microsoft ICO container with multiple sizes and color depths. It might be a persistent X11 bitmap (XPM). Or it might be a Sun Raster file used for icons on Solaris systems. Because of this ambiguity, it requires a robust viewer that detects format by 'magic bytes' rather than extension.
In the early days of GUI desktops (SunOS, IRIX, early X11), there wasn't a single unified icon standard like Windows .ico. The `.icon` extension served as a descriptive label for files intended to be used as desktop icons, regardless of their underlying binary format.
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