TIM to MAP Converter

Convert PS1 textures to MAP format online for free

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Cloud Processing

Conversion runs on remote servers, so your computer stays fast. Even large TIM images are handled without slowing your device.

Cross-Platform Access

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

Private & Secure

Your TIM uploads are deleted right after conversion, and the MAP output is removed from servers within 24 hours — your data stays safe.

How to convert TIM to MAP

1

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

2

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

3

Let the file convert and you can download your map 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
MAP is an internal raster image format used by ImageMagick, the open-source image processing suite first released by John Cristy at DuPont on August 1, 1990. MAP files store indexed-color (color-mapped) images in ImageMagick's native representation: a color palette (the map) followed by pixel data where each pixel is an index into that palette rather than a direct RGB value. The format provides a compact representation for images with a limited number of distinct colors — each pixel requires only enough bits to index the palette (typically 8 bits for up to 256 colors), compared to the 24 or 32 bits per pixel required by full-color formats. MAP serves primarily as an intermediate format within ImageMagick's processing pipeline, useful when performing operations that benefit from or require palettized representation: color quantization (reducing an image to a specific number of colors), palette manipulation, GIF preparation, and indexed-color analysis. The format is invoked through ImageMagick's standard I/O syntax and can be piped between processing stages without disk overhead. One advantage is direct access to ImageMagick's color quantization and palette management capabilities: MAP format output makes the palette structure explicit and manipulable, enabling workflows where specific palette operations (reordering, remapping, merging) need to be performed between processing steps. The format's integration into the ImageMagick processing ecosystem is another practical strength — any of ImageMagick's extensive image manipulation operations can consume or produce MAP format data, making it a natural intermediate for color-reduction pipelines that ultimately target GIF, PNG with palette, or other indexed-color formats.
Initial release: 1990

Frequently Asked Questions

Why convert TIM to MAP?

PS1 TIM assets require specialized extraction tools. A MAP conversion puts those retro game textures into a universally editable format.

What programs can open MAP?

ImageMagick and specialized color-mapping tools handle MAP files. GIMP may import MAP images through its advanced file handlers.

Does TIM to MAP preserve quality?

Since MAP supports lossless storage, the pixel data carries over without degradation. The result faithfully represents the source TIM image.

Is TIM to MAP conversion fast?

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

Can I convert multiple TIM images at once?

Batch conversion is supported. Queue as many TIM files as you need and convert them all to MAP in a single run — no repeating steps manually.

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 MAP.