You're mixing up things big time. DirectX evolved through a lot of versions. Its fallback support evolved too. What fallback covered and what it was named and to whom it was intended for... all those changed across DX versions.
The reference device is the latest name for a fully CPU implementation of the entire D3D pipeline. It is a development-only device and won't officially work on Windows 10/11 unless you activate developer mode. IIRC this applies to D3D10 (or 9?) and above. The same dev-only functionality was named WARP on D3D versions before the Reference device appeared (probably dating back to D3D7).
HAL & HEL are very old terms that go back to DirectX 5 at least, and apply to both D3D and DDraw. Certain features that were optional for HW at the time were automatically compensated for on the CPU (HEL).. for example HW 3D Transform-&-Lighting and HW accelerated color-key blits. The developer didn't even have to ask for it. DX activated it behind the game's back, but the game definitely knew when it was the case and could simplify the scene a bit to make it run faster on the CPU.
I'm afraid I don't remeber Ramp and RGB devices. I started coding DDraw in DX3, but moved to D3D mainly around DX7 and I vaguely remeber those terms but never interacted with them first-hand. But they sound like 3D software-rasterizers to me. However they surely don't exist for DX8 and above, which dropped DDraw completely and the only CPU-side fallback path was vertex shading/processing. And it wasn't called HEL anymore for sure, and didn't have any effect on visible quality like say point-vs-trilinear filtering, which is what you usually see between a hardware and a software rasterizer. CPU-side vertex processing lived long because you typically have a small number of vertices to process compared to pixels. Anyways, CPU-side vertex processing also got dropped with D3D10 since all HW at that time supported vertex shaders.
Anyways, those fallback paths aren't something you could carry from one DX version to another. If it was an official public component, then you shouldn't need any additional DLLs for it. A developer-only fallback component doesn't ship with public DX redistributables. Proper installation of those come via Developer Mode or the DX SDK for older DX versions. And those dev-only fallback paths were usually accompanied by additional software support like the DirectX Control Panel (not DXDiag) to control them.
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