6 adding link to latest version.
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  (in regular mathematical notation)
  M =  [ cosA1 sinA1 translateX 
         cosA2 sinA2 translateY
          0     0        1       ] ;

  or (in webgl column-by-column notation )
  Mgl = [ [ cosA1       cosA2     0 ]
          [ sinA1       sinA2     0 ]
          [ translateX translateY 1 ]  ]
  (in regular mathematical notation)
  M =  [ cosA1 sinA1 translateX 
         cosA2 sinA2 translateY
          0     0        1       ] ;

  or (in webgl column-by-column notation )
  Mgl = [ cosA1       cosA2     0
          sinA1       sinA2     0
          translateX translateY 1 ]
  (in regular mathematical notation)
  M =  [ cosA1 sinA1 translateX 
         cosA2 sinA2 translateY
          0     0        1       ] ;

  or (in webgl column-by-column notation )
  Mgl = [ [ cosA1       cosA2     0 ]
          [ sinA1       sinA2     0 ]
          [ translateX translateY 1 ]  ]
4 added 5 characters in body
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You don't need to change the parser, just the renderer.
The tiles will be at the 'same' place, except the projection is different.
The good news is that the good context 2d can do isometric just by setting the right isometric transform.
Once you set it, just draw in a regular way (including drawImage), and all will be drawn in the isometric way   !!! magic.
That's !!!

So what i suggest you do with phaser to draw the tiles : save
-save context, set.
-set transform, draw to an isometric one.
-draw tiles, restore with regular phaser code.
-restore context.

This image was made just with setTransform + drawImage of random small tile bitmap on a context2D :

You don't need to change the parser, just the renderer.
The tiles will be at the 'same' place, except the projection is different.
The good news is that the good context 2d can do isometric just by setting the right isometric transform.
Once you set it, just draw in a regular way (including drawImage), and all will be drawn in the isometric way !!! magic.
That's what i suggest you do with phaser : save context, set transform, draw tiles, restore context.

This image was made just with setTransform + drawImage of random bitmap on a context2D :

You don't need to change the parser, just the renderer.
The tiles will be at the 'same' place, except the projection is different.
The good news is that the good context 2d can do isometric just by setting the right isometric transform.
Once you set it, just draw in a regular way (including drawImage), and all will be drawn in the isometric way   !!! magic !!!

So what i suggest you do with phaser to draw the tiles :
-save context.
-set transform to an isometric one.
-draw tiles with regular phaser code.
-restore context.

This image was made just with setTransform + drawImage of random small tile bitmap on a context2D :

3 added 5 characters in body
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2 added 1891 characters in body
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