If you're just talking about redirecting the communication packets from GPG's / MS's servers to one of your choosing, then a simple HOSTS file entry (or maybe a static TCP/IP route redirect), might be able to accomplish this... Basically, you fool each gaming PC (or router) into going to an alternative address. All you'd need to know is what the game is looking for (an IP, URL...) and point a query of that resource to an alternative destination.
If you want to intercept the query / communications with a program, and not affect the PC's network settings, then the only community members I can think of that might have insight into how to do this, would be either Elys or the DSMMORPG team. I don't think Elys is active in the DS scene anymore though... and I believe the DSMMORPG client / server communication stuff is completely rewritten so I don't know how applicable their methods would be for your purposes.
As for how to handle the packets server side, I have no ideas. You'd basically have to duplicate / replace the ZM services, which is obviously not a simple or easy task. Also, I have no idea if doing such a thing would be legal (per the game's EULA). I'd suggest you look into this before proceeding... (better safe than sorry).
If you're just talking about redirecting the communication packets from GPG's / MS's servers to one of your choosing, then a simple HOSTS file entry (or maybe a static TCP/IP route redirect), might be able to accomplish this... Basically, you fool each gaming PC (or router) into going to an alternative address. All you'd need to know is what the game is looking for (an IP, URL...) and point a query of that resource to an alternative destination.
If you want to intercept the query / communications with a program, and not affect the PC's network settings, then the only community members I can think of that might have insight into how to do this, would be either Elys or the DSMMORPG team. I don't think Elys is active in the DS scene anymore though... and I believe the DSMMORPG client / server communication stuff is completely rewritten so I don't know how applicable their methods would be for your purposes.
As for how to handle the packets server side, I have no ideas. You'd basically have to duplicate / replace the ZM services, which is obviously not a simple or easy task. Also, I have no idea if doing such a thing would be legal (per the game's EULA). I'd suggest you look into this before proceeding... (better safe than sorry).
I hope this helps, and good luck.