user: What is the c source code of the assembly code below?

```asm
<graphics_render_qr_code>:
  endbr64
  push   %rbp
  mov    %rsp,%rbp
  sub    $0x3f0,%rsp
  mov    %fs:0x28,%rax
  mov    %rax,-0x8(%rbp)
  xor    %eax,%eax
  lea    -0x3d0(%rbp),%rax
  lea    D26(%rip),%rdx
  mov    $0x78,%ecx
  mov    %rax,%rdi
  mov    %rdx,%rsi
  rep movsq %ds:(%rsi),%es:(%rdi)
  mov    %rsi,%rdx
  mov    %rdi,%rax
  movzbl (%rdx),%ecx
  mov    %cl,(%rax)
  movl   $0x0,-0x3e4(%rbp)
  movl   $0x0,-0x3e0(%rbp)
  movl   $0x0,-0x3dc(%rbp)
  movl   $0x0,-0x3d8(%rbp)
  movl   $0x0,-0x3d4(%rbp)
  movl   $0x0,-0x3e0(%rbp)
  jmp    L5
L11:
  movl   $0x0,-0x3e4(%rbp)
  jmp    L6
L51:
  mov    -0x3e0(%rbp),%edx
  mov    %edx,%eax
  shl    $0x5,%eax
  sub    %edx,%eax
  mov    %eax,%ecx
  mov    -0x3e4(%rbp),%eax
  add    %ecx,%eax
  cltq
  movzbl -0x3d0(%rbp,%rax,1),%eax
  cmp    $0x1,%al
  jne    L57
  mov    -0x3e4(%rbp),%eax
  add    %eax,%eax
  add    $0x5,%eax
  mov    %eax,-0x3dc(%rbp)
  mov    -0x3e0(%rbp),%eax
  add    $0x1,%eax
  mov    %eax,-0x3d8(%rbp)
  mov    -0x3d8(%rbp),%esi
  mov    -0x3dc(%rbp),%eax
  mov    $0x1,%ecx
  mov    $0x2,%edx
  mov    %eax,%edi
  mov    $0x0,%eax
  call   <graphics_sprites_render_box@plt>
L57:
  addl   $0x1,-0x3e4(%rbp)
L6:
  cmpl   $0x1e,-0x3e4(%rbp)
  jle    L51
  addl   $0x1,-0x3e0(%rbp)
L5:
  cmpl   $0x1e,-0x3e0(%rbp)
  jle    L11
  movl   $0xe,-0x3dc(%rbp)
  movl   $0x22,-0x3d8(%rbp)
  mov    -0x3dc(%rbp),%ecx
  mov    -0x3d8(%rbp),%eax
  lea    D230(%rip),%rdx
  mov    %ecx,%esi
  mov    %eax,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  movl   $0x1e,-0x3dc(%rbp)
  movl   $0x24,-0x3d8(%rbp)
  mov    -0x3dc(%rbp),%ecx
  mov    -0x3d8(%rbp),%eax
  lea    D266(%rip),%rdx
  mov    %ecx,%esi
  mov    %eax,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  movl   $0x48,-0x3dc(%rbp)
  movl   $0x1,-0x3d8(%rbp)
  mov    -0x3dc(%rbp),%ecx
  mov    -0x3d8(%rbp),%eax
  lea    D33(%rip),%rdx
  mov    %ecx,%esi
  mov    %eax,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  movl   $0x2,-0x3d4(%rbp)
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D36(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D201(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D65(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D154(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D41(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D13(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D267(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D156(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D7(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D129(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D176(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D273(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D59(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D294(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D93(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D202(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D136(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D228(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D180(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D82(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D287(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D191(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D306(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D308(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D289(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D112(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D182(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  mov    -0x3d4(%rbp),%eax
  lea    0x1(%rax),%edx
  mov    %edx,-0x3d4(%rbp)
  mov    -0x3d8(%rbp),%edx
  lea    (%rax,%rdx,1),%ecx
  mov    -0x3dc(%rbp),%eax
  lea    D11(%rip),%rdx
  mov    %eax,%esi
  mov    %ecx,%edi
  mov    $0x0,%eax
  call   <mvprintw@plt>
  nop
  mov    -0x8(%rbp),%rax
  sub    %fs:0x28,%rax
  je     L29
  call   <__stack_chk_fail@plt>
L29:
  leave
  ret
```

tool_calls: name: parse_data
arguments: data_label: D26
data_type: string
name: parse_data
arguments: data_label: D230
data_type: string
name: parse_data
arguments: data_label: D266
data_type: string
name: parse_data
arguments: data_label: D33
data_type: string
name: parse_data
arguments: data_label: D36
data_type: string
name: parse_data
arguments: data_label: D201
data_type: string
name: parse_data
arguments: data_label: D65
data_type: string
name: parse_data
arguments: data_label: D154
data_type: string
name: parse_data
arguments: data_label: D41
data_type: string
name: parse_data
arguments: data_label: D13
data_type: string
name: parse_data
arguments: data_label: D267
data_type: string
name: parse_data
arguments: data_label: D156
data_type: string
name: parse_data
arguments: data_label: D7
data_type: string
name: parse_data
arguments: data_label: D129
data_type: string
name: parse_data
arguments: data_label: D176
data_type: string
name: parse_data
arguments: data_label: D273
data_type: string
name: parse_data
arguments: data_label: D59
data_type: string
name: parse_data
arguments: data_label: D294
data_type: string
name: parse_data
arguments: data_label: D93
data_type: string
name: parse_data
arguments: data_label: D202
data_type: string
name: parse_data
arguments: data_label: D136
data_type: string
name: parse_data
arguments: data_label: D228
data_type: string
name: parse_data
arguments: data_label: D180
data_type: string
name: parse_data
arguments: data_label: D82
data_type: string
name: parse_data
arguments: data_label: D287
data_type: string
name: parse_data
arguments: data_label: D191
data_type: string
name: parse_data
arguments: data_label: D306
data_type: string
name: parse_data
arguments: data_label: D308
data_type: string
name: parse_data
arguments: data_label: D289
data_type: string
name: parse_data
arguments: data_label: D112
data_type: string
name: parse_data
arguments: data_label: D182
data_type: string
name: parse_data
arguments: data_label: D11
data_type: string

tool: D26: 

tool: D230: https://github.com/NIPE-SYSTEMS/turbo-bomber

tool: D266: Made in 2016

tool: D33: Features:

tool: D36:  - Command line game (based on ncurses)

tool: D201:  - Animations

tool: D65:  - Complex cutscenes (made by hand)

tool: D154:  - Colors (more or less)

tool: D41:  - ASCII art

tool: D13:  - Cheats (TURBO-MODE)

tool: D267:  - Sprite rendering (based on ncurses)

tool: D156:  - Dynamic sprite reading (file I/O)

tool: D7:  - Multilayered rendering (alpha rendering)

tool: D129:  - AI: Bomb spot selection

tool: D176:  - AI: Explosion simulation (array magic)

tool: D273:  - AI: Pathfinding (wavefront/floodfill)

tool: D59:  - AI: Job lists (linked lists)

tool: D294:  - Explosion algorithm (array magic v2)

tool: D93:  - Explosion triggers nearby bombs

tool: D202:  - Items, power ups (linked lists, structs)

tool: D136:  - Destroyable items

tool: D228:  - Destructable walls

tool: D180:  - Random drops (item drops, probabilities)

tool: D82:  - Game states (enums, controlled state changes)

tool: D287:  - Logging, debug output (file I/O)

tool: D191:  - Git, public repository with complete code

tool: D306:  - Modular code (many header files)

tool: D308:  - Game loop (timing)

tool: D289:  - Keyboard input handling (based on ncurses)

tool: D112:  - QR code (maybe this one)

tool: D182:  - Game pausing

tool: D11:  - Screenshot taking (file I/O)

assistant: ```c
void graphics_render_qr_code(void) {
  char qr_code[] = {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 1, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
  int x = 0;
  int y = 0;
  int render_x = 0;
  int render_y = 0;
  int offset_line = 0;
  for (y = 0; y < 31; y++) {
    for (x = 0; x < 31; x++) {
      if (qr_code[y * 31 + x] == 1) {
        render_x = (x * 2) + 5;
        render_y = (y * 1) + 1;
        graphics_sprites_render_box(render_x, render_y, 2, 1);
      }
    }
  }
  render_x = 5 + 2 * 31 / 2 - 44 / 2;
  render_y = 1 + 1 * 31 + 2;
  mvprintw(render_y, render_x, "https://github.com/NIPE-SYSTEMS/turbo-bomber");
  render_x = 5 + 2 * 31 / 2 - 12 / 2;
  render_y = 1 + 1 * 31 + 4;
  mvprintw(render_y, render_x, "Made in 2016");
  render_x = 2 * 5 + 2 * 31;
  render_y = 1;
  mvprintw(render_y, render_x, "Features:");
  offset_line = 2;
  mvprintw(render_y + offset_line++, render_x, " - Command line game (based on ncurses)");
  mvprintw(render_y + offset_line++, render_x, " - Animations");
  mvprintw(render_y + offset_line++, render_x, " - Complex cutscenes (made by hand)");
  mvprintw(render_y + offset_line++, render_x, " - Colors (more or less)");
  mvprintw(render_y + offset_line++, render_x, " - ASCII art");
  mvprintw(render_y + offset_line++, render_x, " - Cheats (TURBO-MODE)");
  mvprintw(render_y + offset_line++, render_x, " - Sprite rendering (based on ncurses)");
  mvprintw(render_y + offset_line++, render_x, " - Dynamic sprite reading (file I/O)");
  mvprintw(render_y + offset_line++, render_x, " - Multilayered rendering (alpha rendering)");
  mvprintw(render_y + offset_line++, render_x, " - AI: Bomb spot selection");
  mvprintw(render_y + offset_line++, render_x, " - AI: Explosion simulation (array magic)");
  mvprintw(render_y + offset_line++, render_x, " - AI: Pathfinding (wavefront/floodfill)");
  mvprintw(render_y + offset_line++, render_x, " - AI: Job lists (linked lists)");
  mvprintw(render_y + offset_line++, render_x, " - Explosion algorithm (array magic v2)");
  mvprintw(render_y + offset_line++, render_x, " - Explosion triggers nearby bombs");
  mvprintw(render_y + offset_line++, render_x, " - Items, power ups (linked lists, structs)");
  mvprintw(render_y + offset_line++, render_x, " - Destroyable items");
  mvprintw(render_y + offset_line++, render_x, " - Destructable walls");
  mvprintw(render_y + offset_line++, render_x, " - Random drops (item drops, probabilities)");
  mvprintw(render_y + offset_line++, render_x, " - Game states (enums, controlled state changes)");
  mvprintw(render_y + offset_line++, render_x, " - Logging, debug output (file I/O)");
  mvprintw(render_y + offset_line++, render_x, " - Git, public repository with complete code");
  mvprintw(render_y + offset_line++, render_x, " - Modular code (many header files)");
  mvprintw(render_y + offset_line++, render_x, " - Game loop (timing)");
  mvprintw(render_y + offset_line++, render_x, " - Keyboard input handling (based on ncurses)");
  mvprintw(render_y + offset_line++, render_x, " - QR code (maybe this one)");
  mvprintw(render_y + offset_line++, render_x, " - Game pausing");
  mvprintw(render_y + offset_line++, render_x, " - Screenshot taking (file I/O)");
}
```