I looked up asm in the manual. It should work in the engine.
Example:


material test
{
effect =
"
asm
{
vs.1.0 // version instruction

m4x4 oPos, v0, c0 // transform vertices by view/projection matrix

// v0 - pozicia vrchola
// v1 - normalovy vektor

// c0-c3 contains composite transform matrix
// c6 pozicia kamery v suradniciach objektu
// c7 -2,-2,-2,-2


// inline vec ReflectedRay( const vec &in, const vec &n) // in from eye to vertex
// return (in - 2.f*n*DOT3( in, n));

add r0, v0, -c6 // r0 = in = vertex - eye

// normalize vector in r0
dp3 r0.w, r0, r0 // r0.w = |r0|^2
rsq r0.w, r0.w // r0.w = 1/sqrt(r0.w) = 1/|r0|
mul r0.xyz, r0, r0.w // r0 - normalized in vector

// DOT3( in, n)
dp3 r1, r0, v1 // r0 = in, v1 = n

// n*DOT3( in, n)
mul r1, r1, v1 // v1 = n

// in - 2.f*n*DOT3( in, n) = f = r1
mad oT0.xyz, r1, c7, r0 // r1 = r1*c7+r0
//...
}
";
}

Just a suggestion. I'm a shadernoob . That should be cube mapping \:D
Look it up in the manual, just type in asm.