Ripper6 is a program that extracts files from within other files. The most common use is searching the data files from games and demos, so that various assets like music or sound effects can be extracted and saved into separate files.


ripper6 filename

This will search filename and if any matches are found, they will be saved numerically in the current directory, starting from (where xyz is based on the file type as per the table below.)


Supported file formats

The following file formats are recognised and extracted:

Audio.aiffAudio Interchange File Format
Audio.vocCreative Voice File
Audio.wavRIFF Wave
Image.lbmInterLeaved BitMap
Music.670Renaissance CDFM
Music.bsaThe Bone Shaker Architect (TBSA0.01)
Music.cmfCreative Music File
Music.dsmDigital Sound Interface Kit (DSIK) module
Music.ibkOPL2 instrument bank
Music.midStandard MIDI file
Music.rmiRIFF MIDI
Music.s3mScreamTracker 3 module
Music.xmiMiles eXtended MIDI
Video.aviMicrosoft AVI

Each format has its size calculated by examining the data to ensure no extra trailing bytes are left at the end.


Most of the file formats are fully documented on the ModdingWiki.

The name is based on the excellent Ripper 5 utility, released for the MS-DOS platform in 1995 by J╬śNas.


Many DOS demos use custom compression, but running them through DOSBox and then doing a binary memory dump will give you the decompressed data that can be run through Ripper6.

  1. Load a version of DOSBox with the debugger enabled
  2. Run the demo, and press the key combination you set to break into the debugger. You may have to break into the debugger before the demo has finished loading, as many modify the in-memory copy of their music files (updating sample pointers to point to allocated memory, etc.) which can render the files invalid (and Ripper6 will not recognise them.)
  3. Dump the memory - for real mode demos that only use conventional memory, MEMDUMPBIN 0:0 100000 will grab the lower 1MB.
  4. Examine it: ripper6 MEMDUMP.BIN