TIM to PAM Converter

Transform TIM images into lossless PAM online

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PS1 Texture Extraction

Convert PlayStation 1 TIM sprites and textures to PAM for fan art, modding, game preservation, or retro gaming research.

Cross-Platform Access

Whether you are on Windows, macOS, Linux, or mobile — TIM to PAM conversion is available from any connected device.

File Privacy First

Uploaded TIM images and converted PAM results are automatically purged — originals immediately, outputs within 24 hours.

How to convert TIM to PAM

1

Select files from Computer, Google Drive, Dropbox, URL or by dragging it on the page.

2

Choose pam or any other format you need as a result (more than 200 formats supported)

3

Let the file convert and you can download your pam file right afterwards

About formats

TIM (Texture Image Map) is a raster image format developed by Sony Computer Entertainment) for the original PlayStation console, released in Japan on December 3, 1994. TIM files store texture and sprite data in a format optimized for the PlayStation's GPU (the GTE/GPU subsystem), supporting 4-bit indexed color (16 colors with CLUT), 8-bit indexed color (256 colors with CLUT), 16-bit direct color (5 bits per RGB channel plus 1 semi-transparency control bit), and 24-bit true color modes. The file structure consists of a 4-byte magic number (0x10), a flag byte indicating color depth and CLUT presence, the optional CLUT (Color Look-Up Table) block containing the palette data, and the image data block containing the pixel values. Image dimensions in TIM files are specified in units of 16-bit words rather than pixels, reflecting the GPU's native memory addressing scheme — this means the width value must be interpreted differently depending on the color depth mode. TIM was part of the PSY-Q development kit used by game developers throughout the PlayStation's commercial lifespan. One advantage is direct hardware compatibility: TIM data could be transferred to the PlayStation's VRAM with minimal processing, enabling fast texture loading critical for maintaining frame rates on the console's limited 33 MHz MIPS R3000A processor. The format remains relevant in retro gaming and preservation communities, readable by tools like TIMViewer, PSXPrev, ImageMagick, and various PlayStation development and modding utilities.
Initial release: December 3, 1994
PAM (Portable Arbitrary Map) is a raster image format added to the Netpbm family around the year 2000 by Bryan Henderson, the maintainer of Netpbm, as a generalization that unifies and extends the original PBM, PGM, and PPM formats. Where the classic Netpbm formats each handle a specific image type (PBM for bilevel, PGM for grayscale, PPM for color), PAM provides a single format that can represent any combination of channels, bit depths, and image types through a flexible ASCII header. The PAM header uses keyword-value pairs: WIDTH, HEIGHT, DEPTH (number of channels), MAXVAL (maximum sample value, up to 65535), and TUPLTYPE (a string identifying the image type — BLACKANDWHITE, GRAYSCALE, RGB, GRAYSCALE_ALPHA, RGB_ALPHA, or custom types). After the header, pixel data is stored in binary, with each sample occupying one or two bytes depending on MAXVAL. PAM's key innovation over its predecessors is native alpha channel support: GRAYSCALE_ALPHA (2-channel) and RGB_ALPHA (4-channel) tupletypes provide transparency without requiring a separate mask file, something the original PBM/PGM/PPM formats could not express. One advantage is format unification: a single PAM-reading implementation handles monochrome, grayscale, color, and alpha-augmented images, eliminating the need for separate parsers for each Netpbm variant. The extensible TUPLTYPE mechanism provides another practical strength — custom channel configurations (multispectral, depth + color, or any application-specific arrangement) can be represented and labeled without modifying the format specification. PAM is supported by Netpbm tools, ImageMagick, GIMP, and programming libraries that process the Netpbm family.
Initial release: 2000

Frequently Asked Questions

Why convert TIM to PAM?

TIM textures are locked inside PlayStation 1 game data. Converting to PAM lets modders, archivists, and artists work with those sprites freely.

What programs can open PAM?

GIMP, ImageMagick, XnView, and Netpbm toolkit tools open PAM images. This format is the most flexible in the Netpbm family.

Is the conversion from TIM to PAM lossless?

The conversion keeps your image data intact — PAM does not introduce compression artifacts, ensuring the output matches the original closely.

How long does TIM to PAM conversion take?

Most TIM images convert to PAM within seconds. The exact time depends on the resolution and complexity of the source, but it is typically quick.

Does Convertio support batch TIM to PAM conversion?

Absolutely. Add several TIM images at once, set PAM as the output, and the converter processes them all in parallel for maximum efficiency.

What color depths does TIM support?

TIM supports 4-bit, 8-bit, 16-bit, and 24-bit color modes. Convertio processes all TIM color depths and outputs them as PAM.