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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.
Portable Pixel Map
The standard uncompressed color format of the Netpbm suite.
PPM (Portable Pixel Map) is the color counterpart to PGM and PBM. It is the most widely used format in the Netpbm library for storing full-color RGB images. Like its siblings, it is designed for extreme simplicity and ease of interchange between Unix tools.
PPM files come in two flavors: P3 (ASCII) and P6 (Binary). - **ASCII (P3)**: Pixels are written as readable RGB triplets (e.g., `255 0 0` for red). - **Binary (P6)**: Pixels are raw byte triplets. The header is minimal: Magic Number, Width, Height, Maxval. It does not support alpha channels (use PAM for that) or compression.
Developed by Jef Poskanzer in 1991 to bring color support to the pbmplus (Netpbm) toolkit. It became the lingua franca for Unix graphics utilities.
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