Emission vs Hair particles, allowing for morphing/keyed physics?

Hey all! I’ve been learning particle systems in an attempt to recreate Enhance’s iconic “particle texturing” as seen in Rez Infinite and Tetris Effect. I have something I really like so far, but I want to expand on it by allowing the particles to morph into different shapes, basically latching onto and taking the form of different meshes. I’ve seen some tutorials doing that using keyed physics, but I’ve been having issues as these ‘morph’ tutorials use emitter particles. From what I have tried, emitter particles dont follow the mesh as it deforms, so my current system uses hair particles. Hair particles dont do well with keyed physics, so I kinda have two questions wrapped in one:
1. Is it possible to have emitter particles follow a mesh's deformation, similar to hair? (as seen in my video)
2. If not, is it possible to have hair particles morph or move between meshes? (as seen in the image and other keyed physics tutorials)
I’ve seen some other threads mention Geometry nodes, which might not be a bad idea but I would have no clue where to start with those for something like this.
I have the file on hand and am willing to share screenshots or a download if any details are needed :3

(Current results using Hair Particles, so the particles follow the mesh)

(End goal, so far requiring emission particles)
image