After searching for awhile I found an equation for the conversion here http://mathworld.wolfram.com/ MillerCylindricalProjection.html . The longitude coordinants were simple enough and I got them working however laditude wasn't nearly as simple.
Here's what I have
#define _E 2.718281828459045
#define PI 3.14
proc
arctan(x)
var/y=arcsin(x/sqrt(1+x*x))
if(x>=0) return y
return -y
GetLon(x)
x = x * 360 / world.maxx - 180
return x
GetLat(y)
y = y * 180 / world.maxx - 90
y = (5/4)*arctan(_E ** (4/5*y)) - (5/8)*PI
return y
Unfortunantly it doesn't generate good values for the laditude. The two problems I can see I might have is that the arctan function(made by LummoxJR in an older post) isn't handlings the values in the given range properly. Or I haven't converted the y coordinate to the proper scale. The current scale I used was just a guess as the site I got the algorithm off of didn't specify the appropriate ranges for the x and y values to generate proper results.
http://mathworld.wolfram.com/ CylindricalEquidistantProjection.html may be a bit easier to convert. If you start at 0 degrees, it means <font face=symbol>l</font> is x and <font face=symbol>f</font> is y with no icky math beyond converting the maxx/maxy scale to degrees.
It might help if you explain the context for this proc. Projections distort the map, so trying to make meaningful conversions is difficult. If you want to put this in a game, all turfs at y = maxy are the same point on the north pole. Occupy any of those turfs and physically you should occupy all of them. You should be able to step from any of those turfs to any turf on the next line down because they are all a tiny distance away from the north pole on the sphere represented by the map.