Ok so I've messed around with it a bit more. I'm no shader expert, just fyi, so it really is just some assumptions on my part. From what I can tell, the normal map (image 2) seems to be using only the Green and Alpha channels for actual data. The Alpha channel looks to store the X (horizontal) coordinates while the Green channel stores the Y (vertical) coordinates. Meaning you'll want to use Alpha for Red, Green for Green.
You would think the Blue channel would represent the Z (depth) coordinate, but it is set to a mid-gray tone all over, giving the normal map a grayish hue that doesn't look right. I'm guessing that the shader this image is made for doesn't actually use the depth channel in the image, or does something unusual with it (again, I'm no expert so I don't know). Either way, discarding the blue channel from the image and simply using a fully bright source for the blue channel of the normal map makes it look much more like a proper normal map to me, and it looks right when used in the standard blender shader (see gif).
I've attached the normal map (baked from Blender) as well.


ow do we simulate that in AppGameKit?
I'm not exactly sure it's possible out of the box. I'm pretty certain you would need a custom shader setup to take full advantage of this material. I haven't used Janbo's shaders in a while (honestly I don't use AppGameKit for any kind of modern 3D stuff as I find it to be a pain for that, lol), so I don't remember if they support Roughness or AO maps.