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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.
Multiple-image Network Graphics
The ambitious, complex, and largely obsolete animated cousin of PNG.
MNG (Multiple-image Network Graphics) was designed as the animated equivalent of the PNG format. Just as PNG was created to replace GIF for static images, MNG was intended to replace GIF for animations, offering superior compression, full alpha transparency, and complex features like nested loops and sprites. However, its complexity led to poor adoption.
MNG is a stream-based format that shares the same chunk structure as PNG. It can contain embedded PNG (lossless) or JNG (JPEG-based) images. Unlike a simple filmstrip, MNG is a scriptable animation format; it supports 'sprites', frame deltas (only updating changed pixels), and complex composition rules.
Published in 2001 by the creators of PNG. Despite high hopes, browser vendors (like Mozilla) eventually removed support due to the large code footprint and complexity of the library (libmng). The simpler APNG format won the browser war for 'animated images'.
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