Many players has been experimenting with their Chocobos and its color dyeing process and dealt with frustration. In many cases, the players sinks into a color loops and their endless attempts of feeding different fruits just brings them back to the same trap. This thread is an attempt to help end all these frustrations. After two weeks of personal research and experiments, growing hundreds of different fruits and countless of feeding experiments and data analysis, I believe I am close at figuring out the chocobo color dyeing logic and its process.
This is not exact because we do not have the exact RGB values the game uses, but it should help ease everyone's path on getting the Chocobo color of their choice, as well as define a road map on how to achieve the color they desire.**
The initial discovery was that the "feather proc" signals the change in color, and this still hold true. However, what we did not have was a way to keep track of the behavior the fruits have thereafter. So some other players started to formulate behind the theory that all fruits behaves in the matter described in the patch note, deepen or lighten a given color, hence the creation of the Chocobo Colour Simulator spreadsheet. This theory is described in the Missing Manual thread.
Following the Missing Manual theory, I started taking my experiment down that direction, and using the simulator I started to noticed many players faces with the color trap. After trying it out this way myself, I was never able to reach the desired color. It was with this I started noticing that when people recommends feed amount it tends to be in huge quantity of fruits and assumes the result is the net mathematical sum, so order/qty of feed doesn't matter.
My whole reason to experiment down this path is that I have observed that in a very general sense, is most people recommends XYZ fruits, and the ones seeking help just feed that amount in one sitting, or one type of fruit until they get a feather proc if they are following the feather proc method. What happens here is most people (myself included) just takes into consideration only the math, and not the true value of RGB or color mixing in reality. I myself made this mistake back when I was doing the apple feed after I confirmed the feather proc method, and didn't pay any attention to this RGB value "wall", and kept on chasing the logic down the wrong path.
Using apples as our simple example, we move from desert yellow down to blood red, but once we reach blood red, we hit the wall and start to wonder why apple won't bring down the red more. The reasoning behind this is very simple, and that is, the RGB value for blood red (143, 63, 39) has already hit the wall, and any more force feeding of apples will not allow the values to go down any further. When using apples, we are doing +R, -G, -B, and B for Blood Red is already at 39. If each fruit has an average value of 5 as others have derived, then how will 10 apples be able to bring B from 39 down to -9? It will not, because -9 B is not a possible value for any color. So in this case, only 8 apples has any true effect on the RGB value, and the other 2 are nullified.
** Due to the fact that we do not have actual RGB values used by the game, and all the numerical values are at best guesstimates, we cannot claim we are 100% on target in term of any of this, and at best, all we can do are only estimates, therefore, not everyone will have the exact same results. In addition, there are two sets of RGB values on the web, the original that defines RGB(216, 175, 80) » RGB(37, 35, 30) for Desert Yellow and Soot Black, and my rounded to by 8 increments, uses RGB(223, 183, 87) » RGB(47, 47, 39). All of the calculations in this post I used are from my RGB values. (read note)
NOTE:
9/12: RGB value updated, ver 4.0, Used in game print screen, then extracted RGB value using GIMP 7x7 sample space avg, verified with another sample location. RGB value now to EXACT reading and removed all rounding. This still may not be the exact in game RGB values.
To take this into actual practice, we want to take blood red to soot black, the new calculator suggests 2 apples, 10 pears, and 12 berries. So we feed the bird all those fruits, in that order ...
We end up with Currant Purple. Why? Because:
Path = Blood red -> No change -> Orchard Brown -> Currant PurpleCode:Step Feed Qty 143 63 39 1 apple 2 153 53 29 2 pear 10 103 103 0 3 berry 12 43 43 60 Current 43 43 60 To Target 4 4 -21 Current Guess Currant Purple
The above feed in reality is actually this:
Path: Blood Red -> NO change -> Mesa Red -> No change -> Orchard Brown -> Currant PurpleCode:Step Feed Qty 143 63 39 1 apple 2 153 53 29 2 pear 5 128 78 4 3 pear 1 123 83 0 4 pear 4 103 103 0 5 berry 12 43 43 60
But when we feed the fruits and keep in mind the RGB value limit, mainly, 0-255, and modify the feeding order, we can get away with this:
Starting Colour Blood Red
Path: Blood red -> Gloom Purple -> Deepwood Green -> Soot BlackCode:Step Feed Qty 143 63 39 1 berry 12 83 3 99 2 pear 10 33 53 49 3 apple 2 43 43 39 Current 43 43 39 To Target 4 4 0 Current Guess Soot Black
Two feedings of the exact same fruits, but yet, very different results.
My microfeeding procedure pretty much is just to pay careful attention on the order and amount of fruits are fed to help eliminates a lot of unnecessary mistakes.
In another example, say you wish to reach Rolanberry Red, using the calculator**, it recommends
Desert Yellow » Rolanberry RedRGB(223, 183, 87) » RGB(95, 31, 47)Once again, most of the people will likely just feed their chocobo 18 pears, 21 apples, and 29 berries in that order. However, feeding it this way will force G to 253 by the 14th pear, and B to 2 by the 17th pear, and -3 by the 18th, which is not within the color space. This in effect makes any G adjustment null after then 15th pear, and the 18th pear only adjustments the B by 2, and not 5 indicated by the calculator. Same will hold true for all the 21 apples that follows, since B is already at 0, and same will happen for berries.
Difference: Red: -128, Green: -152, Blue: -40
Feed the following to change to your desired colour:
18 × Pears, 21 × Apples, 29 × Berries
Producing a result of
Therefore, we need to modify the feeding so all the values adjustment are within the RGB value limit for each unit of fruit eaten,Code:pear 18 133 255 0 apple 21 238 150 0 berry 29 93 5 145 Current 93 5 145 To Target 2 26 -98 Current Guess Regal Purple
Again, here we can see both fed the same amount of fruits, but yet, produced very different results. With this knowledge in hand, we need to be careful on how we feed the fruits, especially at those end value ranges where 1 fruit too much may push the value to null and returns incorrect value.Code:pear 6 193 213 57 apple 5 218 188 32 berry 10 168 138 82 pear 6 138 168 52 apple 5 163 143 27 berry 10 113 93 77 pear 6 83 123 47 apple 5 108 98 22 berry 9 63 53 67 apple 6 93 23 37 Current 93 23 37 To Target 2 8 10 Current Guess Rolanberry Red
Soot Black Experiment:
In my own experiment I reset my bird to desert yellow, employed the microfeeding method. Being Soot Black seems to be the most desired color, or at least the hottest color in discussion, I will set Soot Black as my initial, and ultimate trial.
9/5: Desert Yellow -> Soot Black
2nd Feeding: Chestnut Brown -> Soot BlackCode:Start Desert Yellow 223 183 87 Step Feed Qty 1 berry 10 173 133 137 proc on 3rd and on, 8 procs 2 pear 5 148 158 112 5 procs 3 apple 5 173 133 87 5 procs 4 berry 10 123 83 137 10 procs 5 pear 10 73 133 87 10 procs 6 apple 5 98 108 62 5 procs 7 berry 5 73 83 87 5 procs 8 pear 3 58 98 72 3 procs 9 apple 5 83 73 47 5 procs 10 berry 4 63 53 67 4 procs 11 pear 4 43 73 47 4 procs 12 apple 3 58 58 32 3 procs 13 berry 2 48 48 42 2 procs Goal Soot Black 47 47 39 Fruits: 18 apples, 31 berries, 22 pears. Result: Chestnut Brown
3rd Feeding: Currant Purple -> Soot BlackCode:Chestnut Brown 63 47 15 1 plum 2 53 57 25 2 procs 2 berry 2 43 47 35 2 procs 3 valfruit 1 48 42 40 1 proc Goal Soot Black 47 47 39 Result: Currant Purple
Total Fruits Fed:Code:Currant Purple 55 47 63 1 pear 2 45 57 53 2 proc 2 apple 1 50 52 48 1 proc 3 berry 1 45 47 53 1 proc 4 pear 1 40 52 48 1 proc 5 apple 1 45 47 43 1 proc Goal Soot Black 47 47 39
Code:apple 20 berry 24 pear 25 plum 2 valfruit 1 Total 72
Result: Soot Black
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1st Feeding feather proc log:
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2nd Feeding feather proc log:
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3rd Feeding feather proc log:
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And back to ->
Midnight Blue
Code:Step Feed Qty 47 47 39 1 valfruit 1 52 42 44 2 plum 1 47 47 49 3 berry 3 32 32 64 Target Colour RGB 31 31 63 Target Colour Midnight Blue![]()