As EMBM is bad news in general, I don’t think that’s much to cry about.
With dependent reads and sufficient texture stages, you can actually do true dot3 bump mapped environment mapping. The 6 stages available on the Radeon 8500 are more than enough.
I don’t know that’s “true dot3 bump mapped environment mapping” but from the context I guess that this is a embm-with-complicated-dUdV-coord-generation. That is good in this technique (except cool name ) if you say it is even heavier than embm?
Dot3 bumpmapping is a pretty good technique, you get per-pixel dot products between normal vectors (which are in a texture map) and your light vector. It looks nice. You should be able to find quite a few demos & tutorials on it, and it’s not that difficult if you can do some maths.