[+] Added hack to remove fillrects that cover screen in banjo tooie and Conker (Salvy)
Always clear zBuffer if depth buffer has been selected - Salvy
Change useless variable setting, we set it to something then a mere moment latter set it to something completely different
Just some misc variable renaming
[!] Fix some variables i forgot to rename for debug statements
[+]Try to execute as many sprite2d ucodes as possible rather than just patching the jump table - Salvy
Rename some variables to match Daedulus's naming
[~] Clean up some of our sprite2d functions by using std:swap instead of a more lengthy if statement
[~] Whooopies, stupidly was setting a allocation when it wasn't required
Merge our two seperated clear and set geometry functions for GBI1 - Taken from Daedulus
[+] Properly clear the depth framebuffer, this allows the sun flare effect in Zelda, fixes DK64's jumpy camera among other things - Thanks to Salvy and the DaedulusX64 team
[~] Rename up the RDP_Texrect typedef
[+] Banjo Tooie pops mtx multiple times, lets handle this. - taken from Daedulus X64
[~] Slight cleanup of code
Actually use our fillrect typedef XD
Remove redundant variable
Remove redundant option
[~] Stop texture pack loading from crashing on duplicate texture, also need to add option to dump information for tetxure pack makers when textures fail to load or are duplicated. For now just make it debug version only

[~]Some misc other changes
[~] Playing around with blendmodes for game likes OOT
Slight screw up on my part XD