This is a sub-page of Wii Party U.
The game prints a lot of debug text. Oh, ALOT. To an absoulute insane degree. Here are the things it prints. From the boot sequence and beyond.
RPX Start#
First the game starts by NdSysMain Memory, which gives the game the memory it needs. After it does NdSysMain System, this library is on V0.09.457, and it prints some information, like is Miiverse blocked by Parental Controls? It then initiates some libraries, like NdSysLog and NdSysResource, etc. Afterwards it prints that it loaded kernel.bin, which contains alot of .bspk files. It checks the NEX Server if it is compressed, it then sets ArcFour Encryption system, and then prints its default P2P key. It reads hdr.bin, which is a xml file with alot of TTS data. It also uses the Havoc library, specifically 2012.2.0-r1. It then prints the size in bytes of the game.bin/save data. Then a sound group and then a vocal speed for the tts engine. Now it executes boot.rpl with a checksum.
boot.rpl#
It loads boot.bin, which contains mii library and Party Phil and Party Penny, and the main menu bin. There are 4 steps, step 1 loads the ffl library, and step 3 loads the game.bin, which is the games save data. It prints data like the AccountID, persistent ID. Step 4 then reads the game.bin. The game then loads menu.rpl with a checksum.
menu.rpl#
It starts the scene and loads the bin files for the menu. It also preloads GamePad Island's and Mii Fashion Plaza's cache. It then checks 4 mii slots, seemingly so that the game knows which miis to load by default when you enter a party mode. The game prints the .h264 video size whenever it loads. When you are in a minigame selecter, the game checks a value called GamePlayCount, if the count is greater than 0 it will display a green checkmark next to the minigame.
mginst.rpl#
When you are waiting in the player ready screen, PAUSE_ENABLE is 1. If there is a param.bin it will read the params, x and y params, and defines what they are, whether they are a float or something else, for example DebugMode+4 is a Bit 4 integer that is X 1 Y1. It then uses Builder. When a minigame is complete it updates the scene and increments the GamePlayCount counter by +1 and writes that data into game.bin. When the game is starting or the game pauses it sets the PAUSE_ENABLE flag to 1, and to turn it off, it is set to 0. The way is set up is possibly the cause for the Player Not Ready glitch.