My question is specifically about the type of perspective that GBA Pokemon games like Fire Red/Leaf Green have:
I'm not sure of the correct terms for what I'm trying to achieve.
I am using SDL2 and can render a tilemap and sprites on top of it, with basic collision detection, but since everything is constrained inside a tile, it looks like the player collides with a wall when their head touches it, rather than the feet.
The above screenshot has a tiny bit of perspective (is that considered 2.5d?), so the head of the player hides a portion of the tile above.
There are definitely ways to make this work, e.g. being a bit more lenient on collision (i.e. not the whole bounding box of the player but the middle of it collides with a wall), but my question is mostly about efficient rendering.
Is rendering from the bottom up the best thing to do so that I respect the perspective? If it is then I guess I need to know at which tile to render the player, so I need to compare every coordinate with the player coordinates to see if it's time to render the player?