Since you asked, I'll explain the codes, but it's impossible to do so without getting into assembly code. This is the relevant part of the unmodified ROM:
B5D8: A9 32 LDA #$32
B5DA: DD 03 06 CMP $0603,X
B5DD: D0 25 BNE $B604
Based on what happens when this is modified, I would assume that the game checks to see if a certain tile is a brick you can carry. If so, it continues on to B5DF, and otherwise it branches to B604. Both Game Genie codes work by ensuring that the game never branches to B604 from this point. The code you mentioned uses the conveniently placed 03 to convert the comparison to a branch which gets you to the right place.
B5D8: A9 32 LDA #$32
B5DA: 10 03 BPL $B5DF (this always branches, because 0x32 is positive)
B5DC: 06 D0 25 (these bytes are skipped over)
The usual way to bypass a conditional (and what I did in the other code I mentioned) is to make the branch null:
B5D8: A9 32 LDA #$32
B5DA: DD 03 06 CMP $0603,X
B5DD: D0 00 BNE $B5DF
With either method, the code will always continue to B5DF from here, which seems to fool the game into thinking you can pick up a brick.