Tools like TimView, Rainbow and OPTPIX.
rely on the existence of a standard TIM header just before image data with the info they need so that they show anything, and fail reading otherwise without that data.
You will probably need to get the raw data to show. There are many ways to do so like:
- Crystaltile2, tile mode GBA 4/8BPP, tile width a multiple of 8, tile height 1, number of tiles per line a multiple of 8
- Tilemolester, codec 4/8BPP linear reverse, mode 2-Dimensional, number of tiles per line a multiple of 8
Experiment with tile width and number of tiles per line settings. You'll sometimes find some garbage dots just before the graphics, those are likely the CLUT, or its palette. I don't know of an easy way to convert that to a *.pal format palette to make those programs use the correct colors when showing those.
Note that for N64/PS2/PSP/PS3 graphics, it follows a lot of the same methods, except you change the tile mode / codec, and sometimes you run into compression, or mipmapped PS2 graphics (never found a solution for showing these), or swizzling (whatever it is, PS1 and beyond truly is uncharted waters).
You can feed them the file if you know which one it is (often by file replacement) or the whole ISO if you feel adventurous.