For the hell of it, set the shader to false. Message changes if you're interested
Spoiler, click to toggle visibilty
System.InvalidOperationException: Both a valid vertex shader and pixel shader (or valid effect) must be set on the device before any draw operations may be performed.
at (Boolean bUserPrimitives, Boolean bIndexedPrimitives)
at [T](PrimitiveType primitiveType, T[] vertexData, Int32 vertexOffset, Int32 primitiveCount)
at xnaMugen.Video.Renderer.FinishDrawing(PrimitiveType drawtype, Int32 count)
at xnaMugen.Video.Renderer.NormalDraw(DrawState drawstate)
at xnaMugen.Video.Renderer.Draw(DrawState drawstate)
at xnaMugen.Video.VideoSystem.Draw(DrawState drawstate)
at xnaMugen.Video.DrawState.Use()
at xnaMugen.Backgrounds.Parallax.Draw(PaletteFx palettefx)
at xnaMugen.Backgrounds.Collection.Draw()
at xnaMugen.Menus.Screen.Draw()
at xnaMugen.Menus.TitleScreen.Draw()
at xnaMugen.Menus.MenuSystem.Draw()
at xnaMugen.Mugen.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at (Object sender, EventArgs e)
at (Int32 grfidlef)
at (Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at (Int32 reason, ApplicationContext context)
at (Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at xnaMugen.EntryPoint.RunProgram()
at xnaMugen.EntryPoint.Main()
Works fine with it set to true though.