No signs of d3d8 there, checked all DLLs loaded. Only D3DDIM700 which 3d extension for DirectX7 DDRAW, I think. Am I right? And TextureModeMGR.cpp uses d3dTypes.h with next code
#ifndef DIRECT3D_VERSION
#define DIRECT3D_VERSION 0x0700
#endif
#if (DIRECT3D_VERSION >= 0x0800)
#pragma message("should not include d3dtypes.h when compiling for DX8 or newer interfaces")
#endif
Why? Here some screens, disc trail effect with increased emit time and reconfigured tracer from exo-laser:
Here we see particles. With shorter emit time, particles just "blends" together imitates cool-looking trail
And here something else (WOW WOW Konami Contra LAZOR), it's not imitation, not separated segments. Looks like it is a single object.
Also you can disable effects via console variables (similar to wireframe, windowed convars). Just set DrawParticles 0 and you will not see disc or rocket smoke trails. But exo-laser traces will be drawn. And you can set DrawCanvases 0 and it will be inverted scenario (no flashlight cone, no exo-laser, but there will be rocket and disc trails)
For KingKenny, don't think it will help but I did some research with renderer console variables, try if you have time (add +consolevar VALUE into command string):
1) Disable sky (via VisionModeButes), maybe it will remove graphical artifacts
2) Disable InvertHack, I think you already did that
3) Bilinear 0 (default is 1) removes texture smoothing
4) SkyScale 15 (default is 1) scale the sky, maybe it will remove graphical artifacts
5) UseDX6Commands 0 (default is 1) transparency and alpha channels will not work. Ugly but who knows maybe it will help.
6) TnLRast 1 (default is 0). Don't think that it works, but on WinXP some artifacts appear in this mode. U should try ))