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Sprite collision perspective is incorrect #2

@Statsman1

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@Statsman1

Currently GX renders each sprite in the order it is created in the EXE.

The requirement is a mode that would make the sprite rendering aware when there is a forced perspective (i.e. "stacked" sprites). Sprites close enough together to overlap should have the bottom-most sprite rendered on top of all other sprites - the 2D angled perspective forces this requirement.

To wit, If collision (overlap) check Zorder and render accordingly.

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