I was inspired to use the "Present if all Palaces Beaten" custom block, but upon being ready to assign GFX to it, I realized that there would be no way for it to replicate an actual switch block's behavior. Aka, being transparent with a border and going solid once the flag is present.
I am aware that this requires SRAM and ASM to do, yet I am not experienced with either, so I wanted to ask for help.
How/Where would I edit any of this, and could I be pointed to appropriate tutorials for this? Would anyone know exactly what I would need to do?
Anyway, for what you're looking at, the way to go is not a custom block at all but rather a custom object. Custom blocks only handle interaction, not graphics (although you can handle the latter through exanimation); objects, meanwhile, do a little of both.
Basically, instead of the custom block, you'd just write an object that checks the flags the same way the block does, and then decides whether to generate your solid tile or a dotted tile from that. Something like this:
Custom objects are useful in many circumstances. In mine, I have a block that I want to be able to switch between GFX and if its solid or not, like a normal palace block. However, I cannot do that with tiles, as there's no way it could ever change with those conditions.
Objects are also useful if you have complex layouts that you would like to remember, etc.
Object code defines how to construct a set of tiles, and this construction can include conditionals for deciding whether to write certain tiles or not during level load. So here we write the solid tile if the condition is met, and the non-solid one if not. (similarly, SMW's midpoint decides whether to load the midpoint object or not based on whether it's already been passed)
It can be used for other stuff too though, like how SMW's slopes automatically adapt to overlapping tiles and whatnot (which you can imitate through custom objects). That said, LM doesn't really support displaying custom objects right now, making those kinds of interactions hard to work with. Basic objects like the switch blocks are easier. Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I'm looking to be able to make colourful dotted block corners and have them replaced by a colourful solid block (perhaps loaded with a star).
I'm also looking for this to work vice versa, so some solid blocks go dotted (enabling passage in practice).
Potentially having a large amount of blocks that are affected by a single switch trigger would be cool, let's say if a bit of foreground was a 128x128 closed door and then every tile of it changed into a door you can open, for instance.
I'm also looking for these all to work responsively to the De/re-activateble switch palace switch blocks, to turn them on and off. The multi-coloured block only triggering if all 4 triggers are set to the same position (on/off).
I'm also looking for about 3 different 16x16 appearances for the same block, so let's say 3 different yellow coloured blocks that all change to dotted when the yellow trigger is set.
Does anyone know where I'd begin with something like this?