This is a broken code. It only loads *some* asl stages. There's a new one out that has both asl and bex. Check that out instead! Kudos to Pyotr for being a god and coming out with both of the codes!
Where is the new one located at?
I suppose it doesn't matter too much, since the code doesn't appear to work in vBrawl, but I'd still like to know so I can experiment.
Anyway, the OP asked for vBrawl results, and I have them. You have to turn off the 2 "Custom Patch Function" codes. With them on, the A button clicks twice (making it impossible to chose a name tag), and once you get to the stage selection screen, your cursor does not appear, nor do the stock icons for each player, or even the box where the stock icons are supposed to appear. Additionally, the B button no longer responds, so you are effectively soft-locked in the game. The background continues to move, and the music continues to play.
The "Unknown, Possibly Related" codes appear to have no impact either way. Once the above codes are disabled, I can get into a stage, but no matter what, it always loads the default stage from the disc. Interestingly, it would load expansion stages, which it shouldn't do, since they are named "STGCUSTOM01" instead of "STGCUSTOM01_A", as my ALS data code should tell it to look for (in this situation and the normal ASL code, the game simply locks up normally). That would imply that your ASL code isn't running at all, but it still canceled out the Custom Sound Engine 2.5 (ironically, the thing I was most hoping it would be compatible with). So, some part of the code is working, enough that it conflicts with the CSE, but the effects desired are not working. My guess is it's still writing to the memory address that the CSE needs, which is why the CSE stops.
Note that I was using the vBrawl FPC, not the PM FPC (which is necessary to get the PM ASLR code working). Additionally, I was using the RSBE/pf directory, instead of the projectm/pf directory, which is also necessary for the PM ASLR code. I'll try again within the next week or so using the PM directory and codes with vBrawl.