Early Development
Development began with the release of a code loading method based on a hack for the game Phantasy Star Online. Upon going online PSO would contact a Sega server. By using a local DNS server under the owner's control, it was possible to make the Sega server's domain name resolve to a computer on an internal network and upload code to the GameCube using a program such as PSOload or PSUL (Later editions of PSOload had a DNS server built in).
Read more about this topic: Nintendo Game Cube Linux
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