I am sorry but what you said makes no sense.
A large bottle neck (not the main but definantly waste 2-5 fps for me) in Monkey64 is having to reconvert native n64 textures to RGBA8888 so the psp can render it.
My idea is to take the same concept used by Rice to suport high res textures. Yet insted use it to load pre converted and compressed textures so a sizable chunk could reside in vram (posible if palettised) and make a sizable boost. Now the emu wont have to convert them. Could posibly even remove instructions wasted with getting the data to the rsp. Since the data must go from rom to ram then to dram.