Yeah, though you might have speed problems if the sprite is really large (there is a limit to the size of a sprite mind, like 1024x1024 on iPhone 3, see http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Max\_size\_of\_textures\_in\_cocos2d-x\_depends\_on\_each\_platform).
Assuming you have a “Sheet.plist” file for your sprite sheet image Sheet.png. Add an entry to the plist file that is the entire png, just edit the plist file in Textedit. An entry looks something like this for a 512x512 sprite starting from the 0,0 corner (I haven’t tested this, if it doesn’t work google the correct numbers to edit):-
And then your code would be:
CCSpriteBatchNode* batch = CCSpriteBatchNode::batchNodeWithFile("Sheet.png");
addChild(batch, 0, 0);
CCSprite *A = CCSprite::spriteWithFile("mySprite.png");
CCSprite *a = CCSprite::spriteWithFile("mySprite.png");