This patch will allow you to choose which gfx slot in GFX0F and Palette row to use for the little blocks that scatter on the OW when you destroy a Switch Palace. This will allow a little more freedom in using the OW palettes for whatever you may need without having to sacrifice the little animation in the process.
animation routine, overworld
Rejected for a high degree of general inefficiency, in addition to failing to allow editing the tile produced by the overworld red switch palace.
This patch repeats four nearly-identical blocks of code that could be condensed all the way down to one with some very simple indexing and table use. (Hint: Your code begins by loading $13D2, which is already primed for use as an index. Just note that the area you've hijacked is using X, so that'll have to be preserved.)
This patch also contains two sets of four defines each, one set to control the tile and another to control the palette of the blocks scattered by the yellow, green, red, and blue overworld switch palaces. The tile define for the red switch doesn't appear in the code, and always uses hardcoded value #$E8.
Tested with Asar 1.81, Lunar Magic 3.31, SA-1 1.40, Snes9x 1.59.2.