That thread explains a lot, thanks!
I've managed to isolate the occurence of luma rippling (alternating blacks and whites) to whether the colour border is below an even or odd line. The ripple is either perfect white and black (at neighboring lines with colours $22 and $28 for example -being off phase with each other), or tinted when not completely off phase. What i don't get at this point is why it isn't a smooth gray.
I haven't ruled out hardware deviations like pwnskar suggested yet, but have another PAL unit in the drawer. Will test with that soon.
In any case, I solved the ripple by moving the whole gradient pattern 2 steps up and fill in the line that caused the trouble.
I suppose additional colour bands simply are there to stay, but i think they fit quite nicely into the sky gradient... it's sort of nice that PAL users will get a slightly more colourful/seemingly attribute-breaking ending as compensation for the game being slightly more optimal on NTSC in other respects.
pwnskar wrote:
[...] as I've recently started learning about sprite-0 and had some similar glitches happening while doing so.
Haha, i fell into a trap with sprite 0 just the other week too. It had to do with scroll splitting though, and it's not used here.
Also, thanks for offering to test it on your hardware.
Edit: Comparison before/after odd/even aligning the gradient border.