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Cricket 07 crashing at startup #135

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retrobone opened this issue Dec 7, 2021 · 2 comments
Open

Cricket 07 crashing at startup #135

retrobone opened this issue Dec 7, 2021 · 2 comments

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@retrobone
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retrobone commented Dec 7, 2021

I tried playing with the wrapper but the game just crashes at the startup and won't launch. Tried using even the older versions but still no help. I got a log file from older version
`Redirecting 'Direct3DCreate8(220)' ...

Passing on to 'Direct3DCreate9':
Redirecting 'IDirect3D8::CreateDevice(00286308, 0, 1, 0018059C, 128, 009E454C, 009E4BC0)' ...
Redirecting 'IDirect3D8::CreateDevice(00286308, 0, 1, 001305AA, 128, 009E454C, 009E4BC0)' ...
Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 023F4760, 0080887C, 023F49E0, 0)' ...
Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c12
mov oT0, v2
mov oD0, v1

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 008088DC, 023F4AA0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 023F51A0, 00808164, 023F53E0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
mov oD0, c0 /* initialize output register oD0 */
m4x4 oPos, v0, c12
mov oD0, v1

// approximately 5 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 008081B8, 023F54A0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
mov r0, v0

// approximately 1 instruction slot used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 023F58A0, 00806C7C, 023F5B30, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
mov oT0, v2
mov oD0, v1

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 00806CDC, 023F5BF0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 008074BC, 023F6430)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul_x2 r0.xyz, v0, t0
mul r0.w, v0, t0

// approximately 3 instruction slots used (1 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02463C00, 0255788C, 02463E80, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
add oT0, v2, c9
mov oD0, v1

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 025578F0, 02463F40)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02464780, 0253E1D4, 024649D0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov r10, c0 /* initialize register r10 */
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
mov oT0, v3
dp3 r10.x, v1, c4
dp3 r10.y, v1, c5
mad oT1.x, r10.x, c38.z, c38.z
mad oT1.y, -r10.y, c38.z, c38.z
dp3 r0.x, v1, c8
dp3 r0.y, v1, c9
dp3 r0.z, v1, c10
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
mul r3, r0, r0
mul r4.yz, r0.yzzz, r0.x
mul r5.y, r0.y, r0.z
mov r6, c20
mad r6, c21, r3.x, r6
mad r6, c22, r3.y, r6
mad r6, c23, r3.z, r6
mad r6, c24, r4.y, r6
mad r6, c25, r4.z, r6
mad r6, c26, r5.y, r6
mad r6, c27, r0.x, r6
mad r6, c28, r0.y, r6
mad r7, c29, r0.z, r6
mul oD0, r7, v2
mov oD0.w, v2.w
mov oD1, c39.w
slt oD1.w, c0, c0

// approximately 32 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0253E424, 02464A90)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
tex t1
mad r1, v1, t1, t0
mul r0, v0, r1

// approximately 4 instruction slots used (2 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02464780, 0253EBB0, 02465020, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
mov oT0, v3
dp3 r0.x, v1, c8
dp3 r0.y, v1, c9
dp3 r0.z, v1, c10
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
mul r3, r0.x, c30
mad r4, r0.y, c31, r3
mad r1, r0.z, c32, r4
max r1, r1, c37.x
mul r5, c33, r1.x
mad r6, c34, r1.y, r5
mad r7, c35, r1.z, r6
mov r7.w, c37.y
mad oD0, r7, v2, c36

// approximately 20 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02464780, 0253EF7C, 02465260, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov r10, c0 /* initialize register r10 */
mov r1, c0 /* initialize register r1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
dp3 r10.x, v1, c4
dp3 r10.y, v1, c5
mad oT0.x, r10.x, c38.z, c38.z
mad oT0.y, -r10.y, c38.z, c38.z
mov oD0, c39.w
slt oD0.w, c0, c0

// approximately 10 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02464780, 0253F2C8, 02465560, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
mov oT0, v3
dp3 r0.x, v1, c8
dp3 r0.y, v1, c9
dp3 r0.z, v1, c10
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
mul r3, r0, r0
mul r4.yz, r0.yzzz, r0.x
mul r5.y, r0.y, r0.z
mov r6, c20
mad r6, c21, r3.x, r6
mad r6, c22, r3.y, r6
mad r6, c23, r3.z, r6
mad r6, c24, r4.y, r6
mad r6, c25, r4.z, r6
mad r6, c26, r5.y, r6
mad r6, c27, r0.x, r6
mad r6, c28, r0.y, r6
mad r7, c29, r0.z, r6
mul oD0, r7, v2
mov oD0.w, v2.w

// approximately 26 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02465B30, 02544EEC, 02465DA0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
dcl_color v5
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
mov a0.x, c23.x
mov oT0, v4
mov oT1, v5
dp3 r0.x, v2, c0
dp3 r0.y, v2, c1
dp3 r0.z, v2, c2
dp3 r0.w, r0, r0
rsq r0.w, r0.w
dp4 oPos.x, v0, c12
dp4 oPos.y, v0, c13
mul r0, r0, r0.w
mul r3, r0.x, c16[a0.x]
mad r4, r0.y, c17[a0.x], r3
mad r1, r0.z, c18[a0.x], r4
dp4 oPos.z, v0, c14
max r1, r1, c23.x
mul r5, c19[a0.x], r1.x
mad r6, c20[a0.x], r1.y, r5
mad r7, c21[a0.x], r1.z, r6
dp4 oPos.w, v0, c15
mad oD0, r7, v3, c22[a0.x]

// approximately 21 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02545078, 02465E60)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
tex t1
mul r0, v0, t1
mul r1, v0, t0
lrp_x2 r0.xyz, t1.w, r0, r1
lrp r0.w, t1.w, r0, r1

// approximately 6 instruction slots used (2 texture, 4 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02465B30, 02545D18, 02466B60, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
dcl_color v5
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c12
dp4 oPos.y, v0, c13
mov oT0, v5
dp4 oPos.z, v0, c14
dp4 oPos.w, v0, c15

// approximately 5 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02467910, 025608A4, 02467B70, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c12
mov oT0, v3
mov oD0, v2

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02560904, 02467C30)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 025610E4, 024684A0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul_x2 r0.xyz, v0, t0
mul r0.w, v0, t0

// approximately 3 instruction slots used (1 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02468C10, 025528B8, 02468EE0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
mov oT0, v2
mov oT1, v2
add r0.xyz, c16.xyzz, -v0.xyzz
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0.xyz, r0.xyzz, r0.w
mad r1.w, r0.y, c18.y, c18.x
mul r1.xyz, r0.xyzz, r1.w
mul r1.xyz, r1.xyzz, c18.w
add r1.y, r1, -r1
mad r1.xyz, r1.xzyy, c17.z, c17.z
mov oD1, r1
mov r1, v1
mul r1.xyz, r1, c18.w
mov oD0, r1

// approximately 19 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 025529E0, 02468FA0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
tex t1
dp3 r0, t1_bx2, v1_bx2
add r0, v0, r0
mul_x2 r0.xyz, t0, r0
  • mov r0.w, t0.w

// approximately 5 instruction slots used (2 texture, 3 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02566620, 025599F0, 02566860, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
mov oD0, c0 /* initialize output register oD0 */
m4x4 oPos, v0, c0
mov oD0, v1

// approximately 5 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02559A44, 02566920)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
mov r0, v0

// approximately 1 instruction slot used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02566D20, 02555CAC, 02566FA0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov r11, c0 /* initialize register r11 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
dp4 r11.x, v0, c4
dp4 r11.y, v0, c5
dp4 r11.z, v0, c6
rcp r11.z, r11.z
mul r11, r11.xyzz, r11.z
mov oT0.xyz, r11
dp3 r0, c8, v1
sge r1, r0, c9.x
mul oD0, v2, r1

// approximately 13 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02555D7C, 02567060)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02566D20, 02556354, 02567550, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
m4x4 oT0, v0, c4
dp3 r0, c8, v1
sge r1, r0, c9.x
mul oD0, v2, r1

// approximately 11 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02567790, 02551018, 02567A00, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
mov oT0, v4
dp3 r0.x, v2, c4
dp3 r0.y, v2, c5
dp3 r0.z, v2, c6
dp3 r0.w, r0, r0
rsq r0.w, r0.w
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
mul r0, r0, r0.w
mul r3, r0.x, c16
mad r4, r0.y, c17, r3
mad r1, r0.z, c18, r4
dp4 oPos.z, v0, c2
max r1, r1, c23.x
mul r5, c19, r1.x
mad r6, c20, r1.y, r5
mad r7, c21, r1.z, r6
dp4 oPos.w, v0, c3
mad oD0, r7, v3, c22

// approximately 19 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0255118C, 02567AC0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02551A80, 02568330)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul_x2 r0.xyz, v0, t0
mul r0.w, v0, t0

// approximately 3 instruction slots used (1 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 025374B0, 02568D70)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
mov r0, v0

// approximately 1 instruction slot used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 025353FC, 02569480)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02569B80, 02541888, 02569DE0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r0, c0 /* initialize register r0 */
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
mov a0.x, c33.x
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
dp3 r0.x, v2, c21
dp3 r0.y, v2, c22
dp3 r0.z, v2, c23
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
mul r3, r0, r0
mul r4.yz, r0.yzzz, r0.x
mul r5.y, r0.y, r0.z
mov r6, c4[a0.x]
mad r6, c5[a0.x], r3.x, r6
mad r6, c6[a0.x], r3.y, r6
mad r6, c7[a0.x], r3.z, r6
mad r6, c8[a0.x], r4.y, r6
mad r6, c9[a0.x], r4.z, r6
mad r6, c10[a0.x], r5.y, r6
mad r6, c11[a0.x], r0.x, r6
mad r6, c12[a0.x], r0.y, r6
mad r7, c13[a0.x], r0.z, r6
mul oD0, r7, v3
mov oD0.w, v3.w
mov oD1, r7.w
mov oD1.w, v3.w
mov oT0, v4

// approximately 29 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02541A98, 02569EA0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mad r0, v0, t0, v1
mul r0.w, v0, t0

// approximately 3 instruction slots used (1 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0255BE7C, 0256A8F0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul_x2 r0.xyz, v0, t0
mul r0.w, v0, t0

// approximately 3 instruction slots used (1 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0256AFF0, 02554E00, 0256B230, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD0, c0 /* initialize output register oD0 */
m4x4 oPos, v0, c12
mov oD0, c16

// approximately 5 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02554E54, 0256B2F0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
mov r0, v0

// approximately 1 instruction slot used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0256BDA0, 025632FC, 0256C070, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c12
mov oT0, v2
mov oT1, v2
mov oD0, v1
mov oD1, c16.w

// approximately 8 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02563374, 0256C130)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
tex t1
lrp r1, v1, t0, t1
mul r0, v0, r1

// approximately 4 instruction slots used (2 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0256D080, 02543704, 0256D2E0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
mov a0.x, c23.x
mov oT0, v3
dp3 r0.x, v1, c4
dp3 r0.y, v1, c5
dp3 r0.z, v1, c6
dp3 r0.w, r0.xyzz, r0.xyzz
rsq r0.w, r0.w
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
mul r0, r0, r0.w
mul r3, r0.x, c16[a0.x]
mad r4, r0.y, c17[a0.x], r3
mad r1, r0.z, c18[a0.x], r4
dp4 oPos.z, v0, c2
max r1, r1, c23.x
mul r5, c19[a0.x], r1.x
mad r6, c20[a0.x], r1.y, r5
mad r7, c21[a0.x], r1.z, r6
dp4 oPos.w, v0, c3
mad oD0, r7, v2, c22[a0.x]

// approximately 20 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02543884, 0256D3A0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0256D080, 02544004, 0256DB60, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
mov a0.x, c23.x
mov oT0, v3
dp3 r0.x, v1, c4
dp3 r0.y, v1, c5
dp3 r0.z, v1, c6
dp3 r0.w, r0, r0
rsq r0.w, r0.w
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
mul r0, r0, r0.w
mul r3, r0.x, c16[a0.x]
mad r4, r0.y, c17[a0.x], r3
mad r1, r0.z, c18[a0.x], r4
dp4 oPos.z, v0, c2
max r1, r1, c23.x
mul r5, c19[a0.x], r1.x
mad r6, c20[a0.x], r1.y, r5
mad r7, c21[a0.x], r1.z, r6
dp4 oPos.w, v0, c3
mad oD0, r7, v2, c22[a0.x]

// approximately 20 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02544184, 0256DC20)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul_x2 r0.xyz, v0, t0
mul r0.w, v0, t0

// approximately 3 instruction slots used (1 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0256E370, 0255EA6C, 0256E5F0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c12
mov oT0, v2
mul oD0, v1, c16

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0255EAD0, 0256E6B0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0255A96C, 0256F5E0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0255B14C, 0256FE20)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul_x2 r0.xyz, v0, t0
mul r0.w, v0, t0

// approximately 3 instruction slots used (1 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02570530, 0255FB7C, 02570790, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c7
m3x3 r3, v1, c11
m3x3 r4, v4, c11
dp3 r3.w, r3, r3
rsq r3.w, r3.w
mul r3, r3, r3.w
dp3 r4.w, r4, r4
rsq r4.w, r4.w
mul r4, r4, r4.w
mul r0, -r3.zxyw, r4.yzxw
mad r5, -r3.yzxw, r4.zxyw, -r0
dp3 r6.x, r5.xyzz, c24
dp3 r6.y, r4.xyzz, c24
dp3 r6.z, r3.xyzz, c24
dp3 r6.w, r6, r6
rsq r6.w, r6.w
mul r6, r6, r6.w
mad oD0.xyz, r6.xyzz, c23.z, c23.z
mov oT0.xy, v3
mov oT1.xy, v3

// approximately 27 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0255FCE8, 02570850)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
tex t1
dp3 r0, t1_bx2, v0_bx2
mul r0, r0, t0
mov r0.w, t0.w

// approximately 5 instruction slots used (2 texture, 3 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02570FD0, 025395A4, 02571220, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r0, c0 /* initialize register r0 */
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
mov a0.x, c33.x
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
dp3 r0.x, v1, c4
dp3 r0.y, v1, c5
dp3 r0.z, v1, c6
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
mul r3, r0, r0
mul r4.yz, r0.yzzz, r0.x
mul r5.y, r0.y, r0.z
mov r6, c16[a0.x]
mad r6, c17[a0.x], r3.x, r6
mad r6, c18[a0.x], r3.y, r6
mad r6, c19[a0.x], r3.z, r6
mad r6, c20[a0.x], r4.y, r6
mad r6, c21[a0.x], r4.z, r6
mad r6, c22[a0.x], r5.y, r6
mad r6, c23[a0.x], r0.x, r6
mad r6, c24[a0.x], r0.y, r6
mad r7, c25[a0.x], r0.z, r6
mul oD0, r7, v2
mov oD0.w, v2.w
mov oD1, r7.w
mov oD1.w, v2.w
mov oT0, v3

// approximately 29 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 025397B4, 025712E0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mad r0, v0, t0, v1
mul r0.w, v0, t0

// approximately 3 instruction slots used (1 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02571A20, 0254C154, 02571C70, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
mov oT0, v3
dp3 r0.x, v1, c8
dp3 r0.y, v1, c9
dp3 r0.z, v1, c10
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
mul r3, r0.x, c20
mad r4, r0.y, c21, r3
mad r1, r0.z, c22, r4
max r1, r1, c27.x
mul r5, c23, r1.x
mad r6, c24, r1.y, r5
mad r7, c25, r1.z, r6
mov r7.w, c27.y
mad oD0, r7, v2, c26

// approximately 20 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02571A20, 0254C520, 02571EB0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov r10, c0 /* initialize register r10 */
mov r1, c0 /* initialize register r1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
dp3 r10.x, v1, c4
dp3 r10.y, v1, c5
mad oT0.x, r10.x, c28.z, c28.z
mad oT0.y, -r10.y, c28.z, c28.z
mov oD0, c29.w
slt oD0.w, c0, c0

// approximately 10 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02572750, 0254D288, 025729B0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
mov r10, c0 /* initialize register r10 */
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
mov oT0, v4
dp3 r10.x, v2, c4
dp3 r10.y, v2, c5
mad oT1.x, r10.x, c28.z, c28.z
mad oT1.y, -r10.y, c28.z, c28.z
dp3 r0.x, v2, c8
dp3 r0.y, v2, c9
dp3 r0.z, v2, c10
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
mul r3, r0.x, c20
mad r4, r0.y, c21, r3
mad r1, r0.z, c22, r4
max r1, r1, c27.x
mul r5, c23, r1.x
mad r6, c24, r1.y, r5
mad r7, c25, r1.z, r6
mov r7.w, c27.y
mad oD0, r7, v3, c26
mov oD1, c29.w
slt oD1.w, c0, c0

// approximately 26 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0254D46C, 02572A70)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
tex t1
mad r1, v1, t1, t0
mul r0, v0, r1

// approximately 4 instruction slots used (2 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02572750, 0254D73C, 02572CF0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
mov oT0, v4
dp3 r0.x, v2, c8
dp3 r0.y, v2, c9
dp3 r0.z, v2, c10
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
mul r3, r0.x, c20
mad r4, r0.y, c21, r3
mad r1, r0.z, c22, r4
max r1, r1, c27.x
mul r5, c23, r1.x
mad r6, c24, r1.y, r5
mad r7, c25, r1.z, r6
mov r7.w, c27.y
mad oD0, r7, v3, c26

// approximately 20 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02572750, 0254DB08, 02572F30, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
mov r10, c0 /* initialize register r10 */
mov r1, c0 /* initialize register r1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
dp3 r10.x, v2, c4
dp3 r10.y, v2, c5
mad oT0.x, r10.x, c28.z, c28.z
mad oT0.y, -r10.y, c28.z, c28.z
mov oD0, c29.w
slt oD0.w, c0, c0

// approximately 10 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 025369FC, 02573AE0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 025741E0, 0255A134, 02574470, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
mov oT0, v2
mov oD0, v1

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0255A194, 02574530)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0253C984, 02574C50)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul_x2 r0, v0, t0
add r0, v1, r0
mul r0.w, v0, t0

// approximately 4 instruction slots used (1 texture, 3 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02575390, 0255839C, 02575610, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
add oT0, v2, c4
mov oD0, v1

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02558400, 025756D0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul_x2 r0.xyz, v0, t0
mul r0.w, v0, t0

// approximately 3 instruction slots used (1 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02575390, 0255897C, 02575BC0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
add oT0, v2, c4

// approximately 5 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02575E00, 025382F0, 02576040, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD0, c0 /* initialize output register oD0 */
m4x4 oPos, v0, c12
mov oD0, v2

// approximately 5 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02538344, 02576100)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
mov r0, v0

// approximately 1 instruction slot used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02576550, 0254E9A8, 025767C0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r0, c0 /* initialize register r0 */
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
dp3 r0.x, v2, c4
dp3 r0.y, v2, c5
dp3 r0.z, v2, c6
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
dp3 r5.x, v2, c38
mul r3, r0, r0
mul r4.xyz, r0.xyzz, r0.yzxx
mov r6, c16
mad r6, c17, r3.x, r6
mad r6, c18, r3.y, r6
mad r6, c19, r3.z, r6
mad r6, c20, r4.x, r6
mad r6, c21, r4.z, r6
mad r6, c22, r4.y, r6
mad r6, c23, r0.x, r6
mad r6, c24, r0.y, r6
mad r7, c25, r0.z, r6
mul r7.xyz, r7, c33.x
dp3 r3.x, r0, c36
dp3 r3.y, r0, c39
mov r3.w, c37.w
lit r4, r3
mul r4.y, r4.y, c33.y
mad r7.xyz, c40, r4.y, r7
max r4.z, r7.w, r4.z
mul r4.z, r4.z, c33.z
mul r4.xyz, c37, r4.z
mad r3, r5.x, c34.z, c34.w
mul oD1.xyz, r4, r3
max r4.w, r5.x, -r5.x
mul r4.w, r4.w, c35.w
add r4.x, c34.x, -r4.w
lit r4, r4
mul r4.y, r4.y, c33.w
mad r7.xyz, r4.y, c35, r7
mul oD0, r7, v3
mov oD0.w, v3.w
mov oT0, v4

// approximately 44 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0254ECB4, 02576880)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul_x2 r0.xyz, v0, t0
mad r0.xyz, v1, t0.w, r0
mov r0.w, t0.w

// approximately 4 instruction slots used (1 texture, 3 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02576550, 0254F6CC, 02577360, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r0, c0 /* initialize register r0 */
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
dp3 r0.x, v2, c4
dp3 r0.y, v2, c5
dp3 r0.z, v2, c6
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
dp3 r5.x, v2, c38
mul r3, r0, r0
mul r4.xyz, r0.xyzz, r0.yzxx
mov r6, c16
mad r6, c17, r3.x, r6
mad r6, c18, r3.y, r6
mad r6, c19, r3.z, r6
mad r6, c20, r4.x, r6
mad r6, c21, r4.z, r6
mad r6, c22, r4.y, r6
mad r6, c23, r0.x, r6
mad r6, c24, r0.y, r6
mad r7, c25, r0.z, r6
mul r7.xyz, r7, c33.x
dp3 r3.x, r0, c36
dp3 r3.y, r0, c39
mov r3.w, c37.w
lit r4, r3
mul r4.y, r4.y, c33.y
mad r7.xyz, c40, r4.y, r7
max r4.z, r7.w, r4.z
mul r4.z, r4.z, c33.z
mul r4.xyz, c37, r4.z
mad r3, r5.x, c34.z, c34.w
mul oD1.xyz, r4, r3
max r4.w, r5.x, -r5.x
mul r4.w, r4.w, c35.w
add r4.x, c34.x, -r4.w
lit r4, r4
mul r4.y, r4.y, c33.w
mad r7.xyz, r4.y, c35, r7
mul oD0, r7, v3
mov oT0, v4
max r5.w, r5.x, -r5.x
add r6.w, c36.w, -r5.w
max r7.w, r6.w, c39.w
mul oD0.w, r7.w, c38.w

// approximately 47 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0254FA0C, 02577420)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul_x2 r0.xyz, v0, t0
mad r0.xyz, v1, t0.w, r0
mov r0.w, v0.w

// approximately 4 instruction slots used (1 texture, 3 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02577E90, 025425E0, 025780D0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov a0.x, c23.x
dp3 r0.x, v1, c4
dp3 r0.y, v1, c5
dp3 r0.z, v1, c6
dp3 r0.w, r0, r0
rsq r0.w, r0.w
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
mul r0, r0, r0.w
mul r3, r0.x, c16[a0.x]
mad r4, r0.y, c17[a0.x], r3
mad r1, r0.z, c18[a0.x], r4
dp4 oPos.z, v0, c2
max r1, r1, c23.x
mul r5, c19[a0.x], r1.x
mad r6, c20[a0.x], r1.y, r5
mad r7, c21[a0.x], r1.z, r6
dp4 oPos.w, v0, c3
mad oD0, r7, v2, c22[a0.x]

// approximately 19 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02542754, 02578190)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
mov r0, v0

// approximately 1 instruction slot used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02578590, 0255C8E4, 02578810, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
mov r0, c0 /* initialize register r0 */
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
dp4 oT0.x, v0, c7
dp4 oT0.y, v0, c8
mov r0, c4
mul oD0, c6, r0
mov oD1, c5
slt oD1.w, r0.w, r0.w

// approximately 10 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0255C984, 025788D0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mad r0, v0, t0, v1

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02578590, 0255CF30, 02578DD0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
dp4 oT0.x, v0, c7
dp4 oT0.y, v0, c8
mov r0, c4
mul oD0, c6, r0

// approximately 8 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02578590, 0255D218, 02579090, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
m4x4 oPos, v0, c0
mov r0, c5
mov r0.w, c4.w
mul r0.w, r0.w, c6.w
mov oD0, r0

// approximately 8 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02579650, 02538A6C, 025798D0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c12
add oT0, v2, c16
mov oD0, c21

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02538AD0, 02579990)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257A090, 0253FF98, 0257A2F0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
mov r10, c0 /* initialize register r10 */
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
mov oT0, v4
dp3 r10.x, v2, c4
dp3 r10.y, v2, c5
mad oT1.x, r10.x, c38.z, c38.z
mad oT1.y, -r10.y, c38.z, c38.z
dp3 r0.x, v2, c8
dp3 r0.y, v2, c9
dp3 r0.z, v2, c10
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
mul r3, r0, r0
mul r4.yz, r0.yzzz, r0.x
mul r5.y, r0.y, r0.z
mov r6, c20
mad r6, c21, r3.x, r6
mad r6, c22, r3.y, r6
mad r6, c23, r3.z, r6
mad r6, c24, r4.y, r6
mad r6, c25, r4.z, r6
mad r6, c26, r5.y, r6
mad r6, c27, r0.x, r6
mad r6, c28, r0.y, r6
mad r7, c29, r0.z, r6
mul oD0, r7, v3
mov oD0.w, v3.w
mov oD1, c39.w
slt oD1.w, c0, c0

// approximately 32 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 025401E8, 0257A3B0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
tex t1
mad r1, v1, t1, t0
mul r0, v0, r1

// approximately 4 instruction slots used (2 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257A090, 025404B8, 0257A630, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
mov oT0, v4
dp3 r0.x, v2, c8
dp3 r0.y, v2, c9
dp3 r0.z, v2, c10
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
mul r3, r0, r0
mul r4.yz, r0.yzzz, r0.x
mul r5.y, r0.y, r0.z
mov r6, c20
mad r6, c21, r3.x, r6
mad r6, c22, r3.y, r6
mad r6, c23, r3.z, r6
mad r6, c24, r4.y, r6
mad r6, c25, r4.z, r6
mad r6, c26, r5.y, r6
mad r6, c27, r0.x, r6
mad r6, c28, r0.y, r6
mad r7, c29, r0.z, r6
mul oD0, r7, v3
mov oD0.w, v3.w

// approximately 26 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257A090, 025408F0, 0257A870, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
mov r10, c0 /* initialize register r10 */
mov r1, c0 /* initialize register r1 */
mov oD1, c0 /* initialize output register oD1 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
dp3 r10.x, v2, c4
dp3 r10.y, v2, c5
mad oT0.x, r10.x, c38.z, c38.z
mad oT0.y, -r10.y, c38.z, c38.z
mov oD1, c39.w
slt oD1.w, c0, c0

// approximately 10 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257B110, 02561E88, 0257B3E0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
add oT0, v2, c4
add oT1, v2, c5
mov oD0, v1
mov oD1, c6.w

// approximately 8 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02561F08, 0257B4A0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
tex t1
lrp r1, v1, t0, t1
mul r0, v0, r1

// approximately 4 instruction slots used (2 texture, 2 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257B110, 025621D8, 0257B720, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD0, c0 /* initialize output register oD0 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
add oT0, v2, c4
add oT1, v2, c5
mov oD0, v1
mov oD0.w, c6.w

// approximately 8 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257B110, 025624AC, 0257B9E0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD1, c0 /* initialize output register oD1 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
add oT0, v2, c4
mov oD1, c6.w

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257B110, 0256275C, 0257BC20, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD1, c0 /* initialize output register oD1 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
add oT0, v2, c5
mov oD1, c6.w

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257B110, 02562A30, 0257BF20, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov oD0, c0 /* initialize output register oD0 */
m4x4 oPos, v0, c0
mov oD0, v1

// approximately 5 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0253D688, 0257C7A0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul_x2 r0, v0, t0
add r0, v1, r0
mul r0.w, v0, t0

// approximately 4 instruction slots used (1 texture, 3 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257CEE0, 02556C88, 0257D140, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov r1, c0 /* initialize register r1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
add r1.xy, c0.xyyy, v0.xyyy
mul oPos.xy, c0.zwww, r1.xyyy
mov oPos.z, v0.z
mov oD0, v1
mov oT0, v2

// approximately 5 instruction slots used

Failed to reassemble shader:

D:\Program Files\EA SPORTS Cricket 2007\memory(15,1): error X5350: Vertex shader must minimally write all four components (xyzw) of oPos output register. Missing component(*): x/0 y/1 z/2 *w/3

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02556D04, 0257D200)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257CEE0, 02556FAC, 0257D440, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov r1, c0 /* initialize register r1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
add r1.xy, c0.xyyy, v0.xyyy
mul oPos.xy, c0.zwww, r1.xyyy
mov oPos.z, c0.z
mov oD0, v1
mov oT0, v2

// approximately 5 instruction slots used

Failed to reassemble shader:

D:\Program Files\EA SPORTS Cricket 2007\memory(15,1): error X5350: Vertex shader must minimally write all four components (xyzw) of oPos output register. Missing component(*): x/0 y/1 z/2 *w/3

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257CEE0, 02557288, 0257D740, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov r1, c0 /* initialize register r1 */
mov oT0, c0 /* initialize output register oT0 */
add r1.xy, c0.xyyy, v0.xyyy
mul oPos.xy, c0.zwww, r1.xyyy
mov oPos.z, c0.z
mov oT0, v2

// approximately 4 instruction slots used

Failed to reassemble shader:

D:\Program Files\EA SPORTS Cricket 2007\memory(13,1): error X5350: Vertex shader must minimally write all four components (xyzw) of oPos output register. Missing component(*): x/0 y/1 z/2 *w/3

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257D9C0, 0253A29C, 0257DC30, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
dcl_color v5
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r0, c0 /* initialize register r0 */
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
mov a0.x, c33.x
mov oT0, v4
mov oT1, v5
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
dp3 r0.x, v2, c4
dp3 r0.y, v2, c5
dp3 r0.z, v2, c6
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
mul r3, r0, r0
mul r4.yz, r0.yzzz, r0.x
mul r5.y, r0.y, r0.z
mov r6, c16[a0.x]
mad r6, c17[a0.x], r3.x, r6
mad r6, c18[a0.x], r3.y, r6
mad r6, c19[a0.x], r3.z, r6
mad r6, c20[a0.x], r4.y, r6
mad r6, c21[a0.x], r4.z, r6
mad r6, c22[a0.x], r5.y, r6
mad r6, c23[a0.x], r0.x, r6
mad r6, c24[a0.x], r0.y, r6
mad r7, c25[a0.x], r0.z, r6
mul oD0, r7, v3
mov oD0.w, v3.w
mov oD1, r7.w
mov oD1.w, v3.w

// approximately 30 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0253A4B8, 0257DCF0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
tex t1
mul r0, v0, t1
mul r1, v0, t0
lrp_x2 r0.xyz, t1.w, r0, r1
add r0, v1, r0
lrp r0.w, t1.w, r0, r1

// approximately 7 instruction slots used (2 texture, 5 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257D9C0, 0253B168, 0257E9F0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
dcl_color v5
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
mov oT0, v5
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3

// approximately 5 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 0257F7A0, 0255DB44, 0257FAF0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov oD0, c0 /* initialize output register oD0 */
mov oT3, c0 /* initialize output register oT3 */
mov oT2, c0 /* initialize output register oT2 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
mov oPos, v0
add oT0.xy, v2, c16.xyyy
add oT1.xy, v2, c17.xyyy
add oT2.xy, v2, c17.zwww
add oT3.xy, v2, c16.zwww
mov oD0, v1

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0255DBD4, 0257FBB0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
tex t1
tex t2
tex t3
mul r0, t0, c0
mad r0, t1, c1, r0
mad r0, t2, c1, r0
mad r0, t3, c0, r0

// approximately 8 instruction slots used (4 texture, 4 arithmetic)

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 0255355C, 025808A0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02580FA0, 02542E54, 025811E0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r1, c0 /* initialize register r1 */
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
dp3 r0.x, v2, c4
dp3 r0.y, v2, c5
dp3 r0.z, v2, c6
dp3 r0.w, r0, r0
rsq r0.w, r0.w
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
mul r0, r0, r0.w
mul r3, r0.x, c16
mad r4, r0.y, c17, r3
mad r1, r0.z, c18, r4
dp4 oPos.z, v0, c2
max r1, r1, c23.x
mul r5, c19, r1.x
mad r6, c20, r1.y, r5
mad r7, c21, r1.z, r6
dp4 oPos.w, v0, c3
mad oD0, r7, v3, c22

// approximately 18 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02542FBC, 025812A0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
mov r0, v0

// approximately 1 instruction slot used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 025816A0, 02558EA4, 025818F0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
mov oD0, v2
add oT0, v3, c5

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02558F08, 025819B0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 025816A0, 025591BC, 02581C20, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 oPos, v0, c0
add oT0, v3, c5
mov oD0, v2

// approximately 6 instruction slots used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02582120, 02553FAC, 02582370, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
mov oD0, c0 /* initialize output register oD0 */
m4x4 oPos, v0, c0
mov oD0, c16

// approximately 5 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02554000, 02582430)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
mov r0, v0

// approximately 1 instruction slot used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02583060, 02537B78, 025832A0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
mov r0, c0 /* initialize register r0 */
mov oD0, c0 /* initialize output register oD0 */
m4x4 oPos, v0, c0
mov r0, c4
mul r0, c6, r0
add oD0, r0, c5.xyzz

// approximately 7 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02537BEC, 02583360)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
mov r0, v0

// approximately 1 instruction slot used

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02583760, 02535E6C, 025839E0, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
mov r11, c0 /* initialize register r11 */
mov r10, c0 /* initialize register r10 */
mov r1, c0 /* initialize register r1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT0, c0 /* initialize output register oT0 */
m4x4 r11, v0, c12
mov oT0, v2
mov oPos, r11
mov oD0, v1
mul r10.w, c16.w, r11.w
mul r10.w, r10.w, r10.w
exp oFog /* removed swizzle */, -r10.w

// approximately 19 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02535F04, 02583AA0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
mul r0, v0, t0

// approximately 2 instruction slots used (1 texture, 1 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 025841A0, 0254725C, 02584440, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
dcl_color v5
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r0, c0 /* initialize register r0 */
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
dp3 r0.x, v2, c4
dp3 r0.y, v2, c5
dp3 r0.z, v2, c6
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
dp3 r5.x, v2, c38
mul r3, r0, r0
mul r4.xyz, r0.xyzz, r0.yzxx
mov r6, c16
mad r6, c17, r3.x, r6
mad r6, c18, r3.y, r6
mad r6, c19, r3.z, r6
mad r6, c20, r4.x, r6
mad r6, c21, r4.z, r6
mad r6, c22, r4.y, r6
mad r6, c23, r0.x, r6
mad r6, c24, r0.y, r6
mad r7, c25, r0.z, r6
mul r7.xyz, r7, c33.x
dp3 r3.x, r0, c36
dp3 r3.y, r0, c39
mov r3.w, c37.w
lit r4, r3
mul r4.y, r4.y, c33.y
mad r7.xyz, c40, r4.y, r7
max r4.z, r7.w, r4.z
mul r4.z, r4.z, c33.z
mul r4.xyz, c37, r4.z
mad r3, r5.x, c34.z, c34.w
mul oD1.xyz, r4, r3
max r4.w, r5.x, -r5.x
mul r4.w, r4.w, c35.w
add r4.x, c34.x, -r4.w
lit r4, r4
mul r4.y, r4.y, c33.w
mad r7.xyz, r4.y, c35, r7
mul oD0, r7, v3
mov oD0.w, v3.w
mov oT0, v4
mov oT1, v5

// approximately 45 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02547574, 02584500)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
tex t1
lrp r1.xyz, t1.w, t1, t0
mul_x2 r0.xyz, v0, r1
mad r0.xyz, v1, t0.w, r0
mov r0.w, t0.w

// approximately 6 instruction slots used (2 texture, 4 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 025841A0, 02548EB4, 02586000, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
dcl_blendindices v2
dcl_normal v3
dcl_psize v4
dcl_color v5
mov r7, c0 /* initialize register r7 */
mov r6, c0 /* initialize register r6 */
mov r5, c0 /* initialize register r5 */
mov r4, c0 /* initialize register r4 */
mov r3, c0 /* initialize register r3 */
mov r0, c0 /* initialize register r0 */
mov oD1, c0 /* initialize output register oD1 */
mov oD0, c0 /* initialize output register oD0 */
mov oT1, c0 /* initialize output register oT1 */
mov oT0, c0 /* initialize output register oT0 */
dp4 oPos.x, v0, c0
dp4 oPos.y, v0, c1
dp4 oPos.z, v0, c2
dp4 oPos.w, v0, c3
dp3 r0.x, v2, c4
dp3 r0.y, v2, c5
dp3 r0.z, v2, c6
dp3 r0.w, r0, r0
rsq r0.w, r0.w
mul r0, r0, r0.w
dp3 r5.x, v2, c38
mul r3, r0, r0
mul r4.xyz, r0.xyzz, r0.yzxx
mov r6, c16
mad r6, c17, r3.x, r6
mad r6, c18, r3.y, r6
mad r6, c19, r3.z, r6
mad r6, c20, r4.x, r6
mad r6, c21, r4.z, r6
mad r6, c22, r4.y, r6
mad r6, c23, r0.x, r6
mad r6, c24, r0.y, r6
mad r7, c25, r0.z, r6
mul r7.xyz, r7, c33.x
dp3 r3.x, r0, c36
dp3 r3.y, r0, c39
mov r3.w, c37.w
lit r4, r3
mul r4.y, r4.y, c33.y
mad r7.xyz, c40, r4.y, r7
max r4.z, r7.w, r4.z
mul r4.z, r4.z, c33.z
mul r4.xyz, c37, r4.z
mad r3, r5.x, c34.z, c34.w
mul oD1.xyz, r4, r3
max r4.w, r5.x, -r5.x
mul r4.w, r4.w, c35.w
add r4.x, c34.x, -r4.w
lit r4, r4
mul r4.y, r4.y, c33.w
mad r7.xyz, r4.y, c35, r7
mul oD0, r7, v3
mov oT0, v4
mov oT1, v5
max r5.w, r5.x, -r5.x
add r6.w, c36.w, -r5.w
max r7.w, r6.w, c39.w
mul oD0.w, r7.w, c38.w

// approximately 48 instruction slots used

Redirecting 'IDirect3DDevice8::CreatePixelShader(098C29C0, 02549200, 025860C0)' ...

Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

ps_1_1
tex t0
tex t1
lrp r1.xyz, t1.w, t1, t0
mul_x2 r0.xyz, v0, r1
mad r0.xyz, v1, t0.w, r0
mov r0.w, v0.w

// approximately 6 instruction slots used (2 texture, 4 arithmetic)

Redirecting 'IDirect3DDevice8::CreateVertexShader(098C29C0, 02587B50, 02556890, 02587D90, 0)' ...

Translating vertex declaration ...
Disassembling shader and translating assembly to Direct3D 9 compatible code ...
Dumping translated shader assembly:

vs_1_1
dcl_position v0
dcl_blendweight v1
mov r1, c0 /* initialize register r1 */
mov oD0, c0 /* initialize output register oD0 */
add r1.xy, c0.xyyy, v0.xyyy
mul oPos.xy, c0.zwww, r1.xyyy
mov oPos.z, v0.z
mov oD0, v1

// approximately 4 instruction slots used

Failed to reassemble shader:

D:\Program Files\EA SPORTS Cricket 2007\memory(12,1): error X5350: Vertex shader must minimally write all four components (xyzw) of oPos output register. Missing component(*): x/0 y/1 z/2 *w/3

`

@retrobone retrobone changed the title Cricket 07 error Cricket 07 crashing at startup Dec 13, 2021
@gabberworld
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i to have also game crashing with other ea sports game, but for me its like 50/50 it works but it also crash in some situation

@retrobone
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Yeah, Cricket 2002 and Cricket 2004 get black models whereas Cricket 2005 which came before and is completely based on the same engine as Cricket 2007 runs with d3d8to9 flawlessly.

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