TIM to XPM Converter

Turn game textures into XPM images for free online

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Private & Secure

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

No Install Required

The entire TIM to XPM conversion runs in your browser. No desktop software, no plugins — just upload and convert.

Multi-File Processing

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

How to convert TIM to XPM

1

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

2

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

3

Let the file convert and you can download your xpm 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
XPM (X PixMap) is a color image format for the X Window System, developed by Arnaud Le Hors at GROUPE BULL beginning in 1989 as the color successor to the monochrome XBM format. Like XBM, XPM files are valid C source code — each file defines the image as a static array of character strings, where the header strings specify width, height, number of colors, and characters per pixel, the color definition strings map character codes to color values (supporting X11 color names, hexadecimal RGB, and symbolic color types like 'background' and 'foreground'), and the pixel strings encode each row as a sequence of character codes that index the color palette. This ASCII art representation makes XPM images human-readable: one can often see the image content directly in the text of the source file. The format went through three revisions: XPM1 (1989, compatible with X10), XPM2 (simplified syntax), and XPM3 (1991, the current version with the static char* syntax and extended color specification). XPM was the standard format for X Window application icons, splash screens, pixmap buttons, and themed UI elements throughout the 1990s and 2000s. One advantage is the combined benefits of being a valid C source file and a color image: XPM files can be compiled into applications, edited in any text editor, processed by text tools, and version-controlled, while supporting up to 256 colors with transparency (using the 'None' color keyword). The X11 ecosystem's reliance on XPM ensures broad tool support. XPM files are handled by all X11 toolkits, ImageMagick, GIMP, and web browsers (legacy support).
Initial release: 1989

Frequently Asked Questions

Why convert TIM to XPM?

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

What programs can open XPM?

GIMP, Inkscape, X Window applications, and text editors open XPM pixmap files. Like XBM, XPM is stored as readable C source code.

Will I lose image quality converting TIM to XPM?

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

How long does TIM to XPM conversion take?

Conversion is handled on cloud servers and usually completes in a few seconds. Larger or higher-resolution TIM images may take slightly longer.

Can I queue several TIM files for conversion?

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

Can I convert TIM textures for game modding?

Yes — convert TIM sprites to XPM for editing, then convert back when your mod is ready. This workflow is popular among PS1 modders.