Raven! Help me

I cant get it to work!
heres the vertex shader:
vs_1_1
//-------------------------------
//Constant registers
//-------------------------------
// c0-c3 - world*view*proj
// c8 - light position(In object space)
// c10 - vPosViewer(In object space)
def c6, -1, 0, 0, 0 // helper constant
def c7, 2, -1, 0, 0 // helper constant
//------------------------------
// Input registers
//------------------------------
dcl_position v0
dcl_tangent v1
dcl_binormal v2
dcl_normal v3
dcl_texcoord v4
//------------------------------
// output position
//------------------------------
//
m4x4 oPos, v0, c0
//------------------------------
// Compute the tangent space matrix to transform from object space to tangent space
//------------------------------
//
mad r7.xyz, c7.x, v1, c7.y //bias vector tangent to (-1,1)
mad r8.xyz, c7.x, v2, c7.y //bias vector binormal to (-1,1)
mad r9.xyz, c7.x, v3, c7.y //bias vector normal to (-1,1)
//------------------------------
// Compute L vector in tangent space
//------------------------------
//
add r10, -v0, c8 // light position - vPos
dp3 r7.w, r10, r10 // Normalize (lightpostion-vPos)
rsq r7.w, r7.w
mul r11.xyz, r10, r7.w
m3x3 oT2.xyz, r11, r7 // t2 = L vector in tangent space
//------------------------------
// Compute H vector in tangent space
//------------------------------
//
add r4, -v0, c4 // V vector
add r6, r10, r4 // L + V
dp3 r6.w, r6, r6 // Normalize (L+V)
rsq r6.w, r6.w
mul r5.xyz, r6, r6.w
m3x3 oT3.xyz, r5, r7 // t3 = H vector in tangent space
//------------------------------
// output texture coordinates
//------------------------------
//
mov oT0.xy, v4 // t0 = texture coordinate
mov oT1.xy, v4 // t1 = texture coordinate
and heres the pixel shader:
ps_1_1
//-------------------------------
//Constant registers
//-------------------------------
// c1 - lightColor
def c0, 4.0f, 1.0f, 0.0f, -0.75f // Helper constant
//------------------------------
// Load textures
//------------------------------
//
tex t0 // Normal
tex t1 // diffuse
tex t2 // L
tex t3 // H
//------------------------------
// compute output color
//------------------------------
//
dp3_sat r1.xyzw,t3_bx2,t0_bx2 // max(0,dot(N,H))
dp3_sat r0.rgb,t2_bx2,t0_bx2 // max(0,dot(N,L))
+mad_x4_sat r1.w,r1.w,r1.w,c0.w // specular = saturate(4*(dot(N,H)^2-0.75))
mul r1.w,r1.w,r1.w // specular = specular*specular
mul r0.rgb,r0,t1 // diffuse = dot(N,L)*diffuse texture map
+mul_x2_sat r1.w,r1.w,t0.w // specular = saturate(specular*2*gloss map)
add_sat r0.rgb,r0,r1.w // specular + diffuse
mul r0.rgb,r0,c1 // (specular+diffuse)*lightColor
+mov r0.a,t1.a // alpha output = alpha diffuse map for transparency
Please help

I cant get them to work in DBpro, I spent ages trying to get it to work but im not smart enough
Cheers
Once you start down the Dark Path, forever will it dominate your destiny...