TIM to PAL Converter

Export PlayStation sprites to PAL format online for free

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Private & Secure

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

Multi-File Processing

Queue several TIM files at once and convert them all to PAL simultaneously. Batch mode streamlines repetitive conversion work.

Quick Turnaround

Most TIM files convert to PAL within moments. Server-side processing ensures speed regardless of your device capabilities.

How to convert TIM to PAL

1

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

2

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

3

Let the file convert and you can download your pal 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
PAL is a 16-bit per pixel interleaved YUV image format that stores color information using a luminance-chrominance model rather than direct RGB values. Each pixel pair is packed into four bytes using the UYVY byte ordering — U (Cb), Y0, V (Cr), Y1 — where two adjacent pixels share a single set of chroma (color difference) samples while each retaining its own luminance (brightness) value. This 4:2:2 chroma subsampling halves the color resolution horizontally with negligible perceptual impact, since human vision is far more sensitive to brightness variations than color detail. The format traces its conceptual roots to analog broadcast television standards developed during the 1960s and 1970s, where separating luminance and chrominance enabled backward-compatible color transmission alongside existing monochrome signals. In digital imaging, 16-bit YUV serves as a common intermediate representation for video capture hardware, frame grabbers, and image processing pipelines that work in the YCbCr color space internally before converting to RGB for display. One advantage is bandwidth efficiency: at 16 bits per pixel, UYVY requires roughly two-thirds the data of uncompressed 24-bit RGB while preserving virtually identical perceived quality, making it well suited for high-throughput video capture and real-time image processing applications. The format's direct correspondence to how video hardware captures and outputs data provides another practical benefit — many capture cards and camera sensors natively produce UYVY data, so storing it in PAL form avoids an unnecessary color space conversion step that would add latency and introduce rounding artifacts.
Developer: ITU-T / Microsoft
Initial release: 1982

Frequently Asked Questions

Why convert TIM to PAL?

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

What programs can open PAL?

ImageMagick and specialized palette editors open PAL color map files. Some image viewers with raw format support also handle them.

Is the conversion from TIM to PAL lossless?

PAL preserves image data without lossy compression, so the visual content from your TIM is retained faithfully during conversion.

How quickly can I convert TIM to PAL?

Most TIM images convert to PAL 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 PAL in a single run — no repeating steps manually.