"Out of curiousity, why can't an isometric tile-based RPG use the division solution I outlined above? It would be a substantially simpler approach if it could be made to work for you"
I tried it, but I guess it doesn't work well in a diamond shaped map. Instead of reading from the top and to the left, it read from the top and straight down. What was originally 1,1 became 0,0 and what was 2,2 became 0,1 :) And if I moved pointer to the left, I would soon get negatives.
I will investigate it further tomorrow though, as it would be great to get something like this working.
XE
I tried it, but I guess it doesn't work well in a diamond shaped map. Instead of reading from the top and to the left, it read from the top and straight down. What was originally 1,1 became 0,0 and what was 2,2 became 0,1 :) And if I moved pointer to the left, I would soon get negatives.
I will investigate it further tomorrow though, as it would be great to get something like this working.
XE