No, that’s not useful in your case. You can to use a single sprite sheet (one texture) and then load the plist and texture together so that you can then pull the sprite as a CCSpriteFrame instance from the sprite sheet. This allows you to use one texture in your batch node, but create hundreds of CCSprite instances from it. Each CCSpriteFrame just refers to a subsection of your texture. That’s how it is so fast.
This call: CCTextureCache::sharedTextureCache()->addImage(“xxx”);
It is used in the processing of your sprite sheet, but for that you use the sprite frame cache.