Translating ps 1.1 to NV tex shaders+reg comb

Im trying to create a cell shader that use per pixel math when fetching the shading-texture …i found a good one, but is in ps 1.1…can anybody help me to translate it?
Please, can anybody help me to translate this DX PS1.1 to NV tex shader + reg combiner code?

ps.1.1 ; painter pixel shader

def c0, 0.0f, 0.0f, 0.0f, 0.75f   ; light scale
def c1, 0.0f, 0.0f, 0.0f, 1.0f    ; black

tex t0                 ; grab the normalized normal
                       ; normalizing cube map is in t0
texm3x2pad t1, t0_bx2  ; dot with light a for u value
texm3x2tex t2, t0_bx2  ; dot with light b for v value
                       ; 2d shade texture is in stage t2
tex t3                 ; regular texture data

mov r0, C_MATERIAL_DIFFUSE  ; load constant color in
cnd r0, r0.a, r0, t3        ; if alpha, use color
                            ; else, use texture
mul r1.rgb, r0, t2          ; modulate with shading

mul r0.rgb, C_LIGHT_COLOR, c0.a ; scale down light value
mul_x2 r0.rgb, r0, r1           ; modulate x2 with light color

This code was taken from here

nvidia had a tool that can do this

Thanks !

I couldnt link the library to my project…it gaves me a lot f linker errors…does anybody has a DLL version for C++? I know there is one for delphi…