Mass Effect Cinnamon

Nintendo Switch · installer · stock clocks

Make the SD card package of Mass Effect Cinnamon, the optimised build of the Switch port, from your own Xbox 360 disc. Everything runs in this browser tab: your game files never leave your computer.

Make the SD card package of the Mass Effect port from your own copy of the Xbox 360 game. Everything runs in this browser tab: your game files never leave your computer.

1 Choose your game

The disc image of the Xbox 360 game. The Russian release has two discs: choose both images (Disc 1 and Disc 2) together, because Feros, Ilos and the ending are complete only across both. It is read in place and never loaded as a whole.

or drop it here

After it finishes

Extract the zip into sdmc:/switch/ on the SD card. You get:

/switch/masseffect-nx/
  masseffect-nx.nro
  masseffect.toml               (settings)
  masseffect_prewarm_list.bin   (pipeline prewarm list of your edition)
  masseffect_shaders.mesp       (the game's shaders, made from your disc)
  masseffect_shaders.mesp.idx   (index of the shader file)
  game_root/                    (the files of your disc)
  masseffect/0000000000000000/  (DLC packages, only if you added any)

Download the NSP launcher

Install the NSP with your CFW title installer to launch Mass Effect from the HOME menu. It uses 39-bit application mode and needs the files above on the SD card. You can also launch the NRO with a title override (hold R while starting an installed game).

What Cinnamon optimises

Measured on a console at the stock clocks (CPU 1224 MHz, GPU 460.8 MHz, handheld). The full write-up is in docs/optimisation.md.

OptimisationWhat it fixesGain
No 2x MSAA tilingThe whole scene was replayed once per EDRAM tile~3,300 → ~1,500 draws a frame
No guest depth prepass~430 draws a frame built and parsed, then thrown away20-26 → 27-30 fps
Inline texture updatesStreaming split frames when turning around15 fps bursts gone
Shader prewarm loaderVulkan pipelines compiled mid-cutscene8-13 fps → smooth cutscenes
720x400 + FXAA + FSRGPU budget at 460.8 MHz, without stair steps20 % fewer pixels
Cheaper shadows, kept432² shadow maps for every character~⅓ of the shadow pixels
Small-object cullingFar rocks and props drawn as specksfewer outdoor draws
Real flare occlusionLens flares and halos shining through wallscorrect picture

Gyro aim assist

Hold ZL to aim and move the console or controller: the motion is added to the right stick. The turn follows the real horizontal axis whichever way you hold the console (the rotation is measured around gravity), small tremors are filtered out, and the first motion already gets past the game's own stick deadzone. L + R + X / L + R + Y raise and lower the sensitivity in game; input_gyro = 2 in masseffect.toml keeps it always on, input_gyro_invert_x / _y flip an axis.

Privacy

The page reads your disc with your browser's own file access, makes the shaders on your computer with WebAssembly and writes the zip to your disk. The only network traffic is loading this page and downloading the build of your edition (installed as masseffect-nx.nro), masseffect.toml and the pipeline prewarm list of the edition (installed as masseffect_prewarm_list.bin) from this site. No game data is uploaded, and there is no tracking. Nothing from the game is distributed with the port.

Credits & Acknowledgments

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