@f3l1x I know this is an OLD topic listed as solved but I came across it having the same issue. I didn't feel it was actually solved so I wanted to chime in with what I found.
First in the M5Stack.h it lists an RGBBitmap function but that isn't actually available. You can push an RGB bitmap just using M5.Lcd.drawBitmap though.
Getting a BMP converted to the appropriate code took a bit of work to find a format that made the Ardunio ide happy but here is what I found.
If you are using a monochrome image and image2cpp you want to use the Arduino code output format and the draw mode as Horizontal - 2 bytes per pixel(565). The 565 is the RGB format that is required. If you use that format the image will be defined using a const uint16_t which will work just fine.
https://javl.github.io/image2cpp/
For a color image you will need to use something else. I ended up going with https://sourceforge.net/projects/lcd-image-converter/ but do a search and find something that is right for you. The trick here again comes down to the options and format. I used Color scanning from Top to Bottom and in the forward direction. Again it is important to use the R5G6B5 preset to make sure the hex is proper for the code. Also make sure to use 16bit block size. 16bit isn't needed for BW or monochrome images but still can be used at the expensive of more memory. If you are using 16bit for BW images you will see this 0x0000, 0xffff. 8 bit would suffice for those leaving you with 2 less characters.
When you are using a color bmp then 16 bit is needed. You will still have the same number of characters but will see something more like this 0xf7be, 0xef7d, 0xdefc, Each represents a color and I found that 16bit was needed for what I was doing.
Some other points of contention. Some of the image converters and examples will use different variable types. For the drawBitmap I found that it wanted the file as a "short" (as per some of the examples) or uint16_t. If you get an error just look at what the function is expecting to see.
The image you displayed with the funky colors I found to happen when the width and height values in drawBitmap don't match the actual bitmap. If your image is 32 x 32 (1024 pixels), then your call to drawBitmap should match that. If it doesn't you will see the result you are looking for. I haven't found a good way to scale things in the code but hopefully that will get someone else who comes across this ancient thread a point in the right direction.
Also for whatever its worth it is much easier to call the images from SD than to go through all this hassle unless you have a good reason for it. This process took way longer to figure out than I would have liked which is why I wanted to respond. I have done this before on monochrome displays without issues but the color bmp on the M5 gave me a headache:)
hope it helps.