It's quite simple: You have some palette filters, but no actual definitions of the color format (ABGR and CFWS). The problematic entries are line 234 to 294, grp, wss and frz. Basically, you would need to add corresponding color formats (I can't tell you what those would be, though).
I guess GBA's ABGR would be 16bpp, so it might be
Code:
<directcolor id="ABGR" bpp="16" amask="8000" rmask="001F" gmask="03E0" bmask="7C00">
<description>16bpp ABGR (GBA Raw Palette)</description>
</directcolor>
Or probably 32bpp, then
Code:
<directcolor id="ABGR" bpp="32" amask="FF000000" rmask="000000FF" gmask="0000FF00" bmask="00FF0000">
<description>32bpp ABGR (GBA Raw Palette)</description>
</directcolor>
But I can't check as I a) have no file and b) TM doesn't start up at all :-I
Wild guess at CFWS (15bpp, RGB??):
Code:
<directcolor id="CFWS" bpp="15" rmask="7C00" gmask="03E0" bmask="001F">
<description>15bpp RGB / CFWS </description>
</directcolor>
Add these under "<colorformats>" (just after the other "<directcolor>"s and see if that works. (Only ONE of the GBA thingies, of course)
I don't know if TM would unserstand amask="...", if not, get rid of those parts.
Ahaha, found out why TM wouldn't load up correctly (it didn't show a window): You have a bunch of question marks in your "Sega Master System (SMS)" data (from copypasta-ing with linebreaks). You need to get rid of them.
I still have no files to test, but you can do that, I guess. Check out my
modified tmspec.xml (right-click, save) (I assumed GBA Raw palettes to be 32 bpp here).