To simplfy things a bit in your situation, I would suggest using a object plain instead of a sprite. This way you can use all of the 3D collision commands in DBPro. Otherwise you will have to create a collision table with arrays to handle your collision as I mentioned earlier. Although this can be done, but it requires more work and can complicate things a bit.
Using a plain object will require you to grab the images yourself from a pre-existing sprite sheet, and then use the images as textures. Make sure that you use the texture disable flag when loading them. This will result in a pixel perfect image. All of the animation done with the textures will have to be handled by you manually. You will also have to set the transprency on the object.
I provided a simple collision example program below. Hopefully, the program will give you some idea of how to do collision between two objects. Like I said before, collision can be done many different ways. This depends on how complex your scene is. If you are just checking for collision between a few objects and all but one is static (not moving), you could possibly use the code below to get you started. If you want to check for collision between a game player and a full 3D environment, then you would use sliding collision.
Sliding collision is basically creating collision zones in your world. These zones can be defined for walls, floors, ceilings, or what ever so that when you collide with them you can keep your character(s) from passing thru them. I believe there are some examples for this around here in the forums somewhere. A complete explaination here is beyond the present scope. Another source would be some of the 3D demos provided with DB and DBPro. If I remember correctly, they use some sort of sliding collision.
Anyways, check this example program out and see if it is useful to you. I think I have a program that I did just for kicks that used an animated plain object using image textures. If I can find it, I will post it here for you to look at later.
sync on:sync rate 0
set display mode 800,600,32
make object box 1,50.0,50.0,50.0
color object 1,rgb(255,0,0)
position object 1,0.0,0.0,200.0
set object collision to boxes 1
set object collision on 1
make object plain 2,2.0,2.0
color object 2,rgb(255,255,0)
set object collision to boxes 2
set object collision on 2
do
ink rgb(255,255,0),0
center text screen width()/2, 0,"Simple Object Collision"
ink rgb(255,255,255),0
center text screen width()/2,20,"Use the arrow keys to move the yellow plain object."
zrotate object 2,wrapvalue(object angle z(2)+0.25)
position camera object position x(2),0.0,object position z(2)-10.0
if upkey()=1
position object 2,object position x(2),0.0,object position z(2)+0.05
if object collision(2,0)>0
position object 2,object position x(2),0.0,object position z(2)-0.05
endif
endif
if downkey()=1
position object 2,object position x(2),0.0,object position z(2)-0.05
if object collision(2,0)>0
position object 2,object position x(2),0.0,object position z(2)+0.05
endif
endif
if leftkey()=1
position object 2,object position x(2)-0.05,0.0,object position z(2)
if object collision(2,0)>0
position object 2,object position x(2)+0.05,0.0,object position z(2)
endif
endif
if rightkey()=1
position object 2,object position x(2)+0.05,0.0,object position z(2)
if object collision(2,0)>0
position object 2,object position x(2)-0.05,0.0,object position z(2)
endif
endif
sync
loop
Hope this helps!