A couple of things jump out (as suggested both by PhilM and SwizzerSweet):
1) Large sprites are slow. Period. Even if you follow every rule in the book, if your sprite frames cover the entire screen, iPod performance will suffer. See if you can break your animation down to smaller chunks - are you really animating your entire screen or just an eye blink of some creature in the corner?
2) Because you are using addFrameWithFilename, you are creating a brand new texture for each animation frame. 77 textures at 480x320 are bound to be slow. You should look into CCSpriteSheet to see how you can cram several, preferably all, of your frames into a single texture. On the iPhone, I believe the max texture size is 1024x1024. 77 frames as 480x320 each are clearly not going to fit. However, if you optimize your animations and break them down into smaller, reusable chunks, you may just get lucky.