Problem Running a .Fx on win7 vs2013 xna refresh monogame nightly windows

Edits : for clarity
ok so i tryed to switch over to win7 and vs2013
installed the xna refresh here xna refresh for vs2013 created a wingl project
then tried to get a .fx file to run
in a couple different ways but they are all failing or
they are succeeding ,but failing to load on run

these are the steps i took
first
i attempted to compile a basic .fx file using the mgfx tool
i made a batch file under win 7 vs 2013 and stuck it and the fx file in the same folder as the tool
executed it as run in admin mode
however it simply did’nt build it just ran then exited no build
kept trying without success so i finally gave up on that at least for now

second
i tried to do it using rb whitakers tutorial
were he uses the content pipeline with 3.2
this was the traditional way under xna to reuse a content project
rb whitakers content tutorial

this however under a windowsGL
project will build without error ,works for a texture and will run without the .fx,
but ,
when i run it with the compiled .fx,
it just keeps giving a error saying the mgfx file is corrupt
Edit i tried this with the nightly download, tried under a Dx windows project with ps 4.0
tryed it left right and sideways pretty baffled at this point, it seems to build to psm in the config
if i change it or not and its just not able to load it always says corrupt
so i guess something is going wrong with vs2013 with mg
or i just don’t understand this process properly

problem is not knowing what is the problem
it would be nice if the content pipeline would throw more detailed error messages

has anyone tried it with that tutorial and made it work like that ?
cause that would be ideal and he claims it does work like that but im having no success with a .fx

here is the shader basically a regular generated xna .fx shader

float4x4 World;
float4x4 View;
float4x4 Projection;
sampler s0;

struct VertexShaderInput
{
    float4 Position : POSITION0;
};

struct VertexShaderOutput
{
    float4 Position : POSITION0;
};

VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
    VertexShaderOutput output;

    float4 worldPosition = mul(input.Position, World);
    float4 viewPosition = mul(worldPosition, View);
    output.Position = mul(viewPosition, Projection);
    // TODO: add your vertex shader code here.
    return output;
}

float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
    // TODO: add your pixel shader code here.
    return float4(1, 0, 0, 1);
}

technique Technique1
{
    pass Pass1
    {
        // TODO: set renderstates here.
        VertexShader = compile vs_2_0 VertexShaderFunction();
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }
}