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Old 04-Dec-2004, 02:36   #1
Junior Member
Join Date: Apr 2004
Posts: 17
Default NDS tunnel is now open source

Brandon (echelon) and I have decided to make an open source Nintendo DS tunnel to end the long-standing regime of hate that is Xlink. Unlike Xlink, our primary goal is to offer freedom for users to enjoy DS tunneling in the ways that users want it most: their own. Aside from an open source client, we will also be developing an open source server system that may be deployed for personal use. All of our programs will be highly scalable to adapt to new protocols or systems, not to mention that our client will implement features that offer revolutionary experience without the need of a centralized server. This is just one of the many tricks we have hiding up our sleeves.

We would also like to note that we are not at all competing with Warp Pipe at any level. Warp Pipe intends to transcend the tunneling scene altogether, and this is something that our project does not aim to do. What we do plan to do is compete directly with Xlink by offering players more options, better gameplay, and something they've been lacking all along: freedom of choice.

Aside from the client and server, we will be developing a library of PHP (perhaps Perl) classes and scripts replete with detailed statistics, player profiles, RSS, signature stats generators, and more. The client and server will both offer an abundant set of useful APIs for programmers to use for whatever they may; you could even see client plugins for Gaim, Trillian, Firefox, and others in the near future. It's the advantage of open source that allows us to offer you all of these great options. Since our code - not just the program itself - is free to everyone, the possibilities are truly endless.

We do, however, have a few more needs in order to make this dream become a reality, one of them being developers. Since a lot of time and effort is required to get us off the ground, we're looking for prospective C programmers to join our team. A certain level of proficiency is mandatory, UNIX API knowledge is a plus, and networking or wifi skills is a tremendous plus. While we are looking for a small core team to begin with, we could certainly expand into multiple teams working on multiple projects, each a component of the larger whole. For now we must focus on the critical issues at hand, and this requires a small, talented workgroup that can work together to develop the core libraries. We urge anyone with experience in the areas detailed in this paragraph to contact with us. Methods to get in touch are detailed below.

We feel that Xlink is not the sad end of the console tunneling scene, and we want the last days of tunneling to be the best ever. After DemaSked is released, we intend to continue our project even though DemaSked will likely bring an end to tunneling as an option for future games once and for all. This project means a lot to us, and we have great deal of respect for the opportunity that has been provided to us by the Nintendo DS. We have a lot of ideas in mind, and all of them involve you, the gamer. Let's make this the best tunnel program yet.

Our project is located on the Source Forge servers at:

You can contact Brandon for recruiting at following address and IM handles:
AIM: echelonre
MSN: echelon@gmail.com
email: echelon@gmail.com
From www.teamxlink.co.uk
neptunez is offline   Reply With Quote
Old 04-Dec-2004, 04:30   #2
Join Date: May 2003
Location: Nara, The Land of the Rising Sun
Posts: 210
Send a message via AIM to OICAspork

What is DemaSked and why will it end tunnelling?
OICAspork is offline   Reply With Quote
Old 04-Dec-2004, 05:33   #3
Join Date: Jun 2003
Posts: 731

Probably that network matcher or whatever it was that was being hinted at with those strange advertisements a while ago.
Bohdy is offline   Reply With Quote
Old 04-Dec-2004, 13:47   #4
Join Date: Jul 2004
Posts: 118

Nuntendo Tuneling + open Source = sounds good.
Tysan is offline   Reply With Quote


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